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Four Against Mars

A solitaire/coop atomic age sci-fi pen-and-paper game

Written and illustrated by Andrea Sfiligoi


Proofreading: Arthur Braune Additional illustrations and back cover by Agor2012
Playtest and helpful comments: Samuele Mariotti, Massimo Moscarelli, Erick N.
Bouchard, Victor Jarmusz, Adriano Previti, Diego Chisena

Buy our books: www.lulu.com/songofblades


Buy our PDF ebooks: www.gameshagames.net

Questions? Ask on the Four Against Darkness Adventurers Guild Facebook group.
Contents
Introduction 4 Attack Modifiers 32
What is This Game About 4 Weapon Modifiers 33
Why Four? 4 Weaponless Fighting 33
Length of the Game 4 Unfamiliar Weapons 33
Enemies Never Roll Dice 4 Defense Roll Modifiers 33
Enemy Level and Highest Character Level 5 Who is Attacked? 34
Dice Codes 5 Running Away from Combat 34
Explosive Dice 7 Chases 34
What Die Does My Character Roll? 8 Enemies Chasing Heroes 34
Die Rolls for Experience 8 Heroes Chasing Enemies 35
Adventure, Game, Mission, Session 8 Enemies 36
Rerolls 8 Minor Enemies 36
Creating Your Team 10 Major Enemies 36
Life 11 Fleeing Enemies 37
Insanity 11 Enemy Reactions 37
Traits 11 Character Classes 40
Trait List 12 Combat Specialist 40
Milestones 17 Medic 41
Skills 20 Criminal 42
Psionic Skills 24 Scientist 43
Combat 28 Survivalist 44
Surprise and Initiative 28 Esper 45
Skulking Away 28 Civilian 46
Fighting and Other Actions 29 Equipment 47
Running Away 29 Carrying Weapons 47
Initiative Summary 29 High Tech Equipment 48
Defeat 31 Salvaging Electronic Components 48
Morale Roll 31 Building Experimental Weapons 49
Ambush Bonus 31 List of Tech Items 51
Special Combat Situations 31 Leveling Up 54
Attacking an Enemy 31 Increasing Life with Level 54
Defending 32 Summary of Experience Rules 54
Encumbrance 55 Alien Weapons Table 78
Searching Areas 55 Alien Drugs Table 79
Search Table 55 Vermin Table 80
Patrolling Enemies 56 Minions Table 81
Patrolling Enemies Table 56 Boss Table 82
Subplots 57 Weird Menace Table 83
Clues and Secrets 60 Robots Table 84
Clues and Dying Characters 61 Side Mission Table 85
Saves 62 Rewards Table 86
Let’s Return Home! 62 Alien Experiments Table 87
Splitting the Team 62 Random Alien Tech Table 88
Fallen Heroes 62 Experimental Tech Name Generator 89
Things to Remember 63 Flying Saucer Table 90
The RPG-Lite Option 64 FAQ 92
Generating a Mission 66 Traps Table 94
Area Types - White Areas 66 Search Table 95
Area Types- Gray Areas 67 Patrolling Enemies Table 95
Area Types - Black Areas 68 Combat Initiative Diagram 96
Random Layouts 68 Weapon Summary Table 97
Random Area Type Table 69 Town Map 99
Missions 70 Play Sheet 100
Rescue 70 Enemies Defeated 101
Sabotage 71 Quick Reference Sheet 102
Search and Destroy 71
Scientific Expedition 71
Medical Supplies 71
Day of the Plantoids 72
The Menace of the Replicating Blob 72
Reptilian Gladiators 73
Plan Nine 73
Encounter Table 75
Special Feature Table 76
Special Events Table 77
Four Against Mars

Introduction
This is an old-school retro science Why Four?
fiction game that can be played
A team of four characters gives
with just this book, a pencil, two
enough variety of abilities to be
dice, and paper. You can play it
interesting with a manageable level
solo, running four characters by
of book-keeping.
yourself, or cooperatively, sharing
four characters with friends.
Length of the Game
What is This Game About? Your first game will take about an
hour and a half. After you
You control a team of four heroes
familiarize yourself with the
(also called PCs or “player
mechanics, a typical game takes
characters”) fighting off an alien
about 45 minutes. Cooperative
invasion in a small town, hopefully
games with multiple players last
trying to discover the aliens’
longer as players will discuss tactics
weaknesses. Aliens have been
and roleplay their characters.
conducting all manners of
experiments on terrestrial life
forms, thus creating countless Enemies Never Roll Dice
dangers, from space zombies to All the rolls in the game are
radioactive giant spiders, for your performed by your characters
heroes to fight. The game is set in when they try to achieve or avoid
your hometown, or -- if you live in something. When the PCs attack
a big city -- in the closest small town their enemies, they roll dice and
with which you are familiar. You compare the results with the
may use its landmarks, businesses enemy’s L (Level) to determine if
and notable persons to add details enemies are defeated. When the
and color to your own game. The enemies attack, your PCs try to roll
theme of the game is small town higher than the enemy’s L,
people vs. aliens from outer space suffering wounds or other effects
and their sinister creations. if they fail.

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Four Against Mars

Enemy Level and Highest Dice Codes


Character Level (HCL) The game uses polyhedral dice
In most cases, enemies have a ranging from d4 to d20. Dice are
static Level (L). This number is used annotated with the letter “d”
for both attack and defense. For followed by the number of sides in
example, the typical Martian the die. For example, d4 means roll
trooper is L3. In some cases, a four-sided die. Regular six-sided
enemies will adapt to your dice are called d6. Here are all the
characters’ Level. The more most common dice codes:
powerful your characters are, the d4: roll a four-sided die. Useful to
stronger the enemies will be. The pick one of your characters at
HCL notation means Highest random.
Character Level. This is a formula
d6: roll a six sided die.
in which you use the L of the
highest Level PC as the base d3: roll a six sided die, counting a
number. roll of 1 or 2 as 1, a 3 or 4 as a 2, and
a 5 or 6 as a 3.
Example: You encounter a
d8: roll an eight-sided die.
robot whose L is HCL+1. Your
team includes a L3 Medic, a d10: roll a ten-sided die.
L4 Combat Specialist, and two d12: roll a twelve-sided die.
L2 criminals. Since the highest
d20: roll a twenty-sided die.
Level in the team is 4 (the
Combat Specialist), the d6 +1: roll a six sided die and add 1
robot’s L is 5 (HCL 4 +1= 5). to the result.

In some cases, HCL will have a 2d6: roll two six sided dice and add
minimum or maximum. For them, generating a number 2 to 12.
example, an enemy’s L may be equal 2d8 +1: roll two eight-sided dice,
to HCL, minimum 4. This means the add them together, and add 1 to
foe’s L will be at least 4 even if the the total, generating a number
HCL in the team is lower. from 3 to 17.
d6 x d6: roll two six-sided dice and
multiply the result of one die by the
other, generating a number from 1
to 36.

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Four Against Mars

Grays abduct humans and animals to perform horrible experiments.

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Four Against Mars

d6-1: roll one six-sided die and Explosive Dice


subtract 1 from the result,
Whenever characters roll a high
generating a number from 0 to 5.
number performing an action, your
d6 + L : roll a six-sided die and add die result “explodes”. This means
the character’s Level. that you immediately roll
d6 + ½ L : roll a die and add half the another die of the same type and
character’s Level, rounded down. add the result of the new die roll
to the total. This is cumulative: for
d66: roll two dice of different color,
example, if you roll a 6 on a d6, roll
reading one die as “tens” and the
again and add the result of the
other as “units”, generating a
second die to the total. If you roll a
number from 11 to 66.
6 again, add it to the total and roll
d100: roll two d10 and count the again... If you are lucky enough, you
first as tens and second as units, could roll ANY number. In combat,
generating a number from 01 to 00 this will let you kill multiple targets
(that reads as 100). d100 is not with a lucky blow or inflict multiple
used in this book but may be used wounds on a large monster.
in future publications.
The number that causes a roll to
“explode” depends on the die used,
as summarized in the table below:

Die Rolled Explodes on


D4 no explosion
D6 6
D8 7, 8
D10 8, 9, 10
D12 9, 10, 11, 12

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Four Against Mars

What Die Does My Character Roll? Die Rolls for Experience


Beginning characters roll d6s. Their Characters make XP rolls to
die type increases with their determine if they level up or learn
character Level, as shown in this a new Skill. The tier die is used for
table. The type of die a character XP rolls, with the following
uses is called the character’s tier. modifiers:
If you use d8, add +2.
Character Level Die Tier If you use d10, add +3.
0 d4
If you use d12, add +4.
1 to 5 d6
For example, a L6 character
6 to 9 d8
trying to level up rolls d8+2.
10 to 13 d10
14+ d12 Adventure, Game, Mission,
Session
A character rolls the same die for These words mean the same thing:
all his or her rolls, no matter a game begins when you roll on a
whether he or she is attempting to mission table (or when you start
outwit, fight or escape from an playing a published adventure) and
encounter, or performing a Save (a ends when that mission’s victory
roll to avoid a danger). The die is conditions are met.
not used when rolling on tables
-- in that case, the table header tells Rerolls
you what die to roll. Sometimes, a rule or special ability
Zero Level rolls are normally not will let a character reroll a die roll.
performed, but there are some In all cases, the result of a reroll
instances in which a character may is final, even if it is worse than the
become zero Level, for example previous roll. In other words, you
because the character has been may never reroll a reroll.
weakened by a mental power or
radiation.

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Four Against Mars

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Four Against Mars

Creating Your Team


At the beginning of the game, you thorough the book but no gender
have four Level 1 characters, each preference is implied. Gender is
belonging to one of the following sometimes relevant as certain
classes: Combat Specialist, Medic, aliens prefer to kidnap males or
Criminal, Esper, Survivalist, females (Venusians kidnap men,
Civilian or Scientist. Each class has Martians kidnap women, Zeta-
different abilities. Reticulans a.k.a. Gray aliens kidnap
everyone).
For example, Scientists are
weak in combat but good at Use a copy of the sheet at the end
solving puzzles and inventing of the book to keep track of your
stuff. Combat Specialists are PCs’ possessions and abilities.
good fighters but have no Numbers will change throughout
bonus to Science rolls. the game, so use a pencil. You can
download a full page version from
our site and social media.
A good team should have a mixture
of classes. However, you may also A character is described by a name,
create four characters of the same Level and Class. For example:
type: a team of university Brian Morris, L2 Criminal. Each
professors with different character has an Attack bonus (how
specializations, or crooks running powerful he is in combat), a
from the law could both make for Defense bonus (how well protected
interesting, unusual games. he is, or how well he parries or
dodges), and a Life value (the
Normally, you choose your
number of wounds or “hit points”
character classes, but you may also
the character can take before
determine them randomly by
dying). The profile includes spaces
rolling d8 (1= Combat Specialist, 2=
for the character’s Traits,
Medic, 3= Criminal, 4= Esper, 5=
Milestones, Skills and Equipment.
Survivalist, 6= Scientist, 7 or 8=
There is also a space for character’s
Civilian).
Stealth modifier and any Insanity
Your PCs can be of any gender. For points he has acquired.
brevity we use masculine pronouns

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Four Against Mars

Each character has some starting reinstated as soon as the Insanity


equipment. During the game, total is lower than or equal to his
characters loot defeated enemies Level.
or find items during their missions. When a character receives 1
Insanity, you may opt to lose 2 Life
points instead (psychosomatic
Life trauma, heart attack, high blood
A character’s Life points total pressure).
depends on his Class and Level.
Characters with fighting abilities
have more Life points than more Traits
intellectual characters. Every time A character may have a random
a character levels up, you have the Trait. Some Traits are positive,
option to increase his Life points or some negative, some affect the
learn a new Skill. game only marginally, but help
When a character’s Life goes to 0, making the character feel like an
the character is dead. individual. Traits are generated at
All Life points lost are healed the beginning of play and may not
between missions. be added later, unless some
dramatic event occurs.
You may roll d66 on the Traits list
Insanity once per every character, before
Insanity is a measure of mental the character’s first game. Civilian
stress. Encounters with alien characters may have 1 or 2 random
monsters and manifestation of Traits. If you roll the same Trait
psionic powers can destroy a twice, reroll until you select a
character’s confidence in a rational different one. If you roll two Traits
universe. Every time the character with conflicting effects, reroll the
goes through a shocking or second Trait until you get
stressing event, the character may something that does not conflict
gain Insanity points. When a with the first.
character has more Insanity points A Trait remains in play for the
than his Level, the character loses duration of the campaign.
the ability to explode dice (see p.7).
The ability to explode dice is

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Four Against Mars

Traits are OPTIONAL. Do not more difficult for the character to


feel forced to use them. You pass unnoticed in a crowd (-2 on
could use them only on one such a Stealth roll).
character, or on two, or none, 14) Eyesight problems. The PC has
as you prefer. They introduce -1 on all attacks with ranged
an element of roleplaying. weapons.
You may want your character
to behave in a certain way 15) Studious. The PC receives +2
because of a Trait the on XP rolls when trying to learn a
character possesses, and the new Skill. This bonus does not
game will be more fun. apply when trying to level up.
16) An Eye for Detail. The first time
that the character finds 1 Clue
during an adventure, he finds 2
Traits List (roll d66)
Clues instead.
11) Rage. Impetuous and
21) Hunted by Martians. At the
aggressive, the character uses a
end of any adventure, roll d6 for
higher tier die for his first attack in
the character. On a 3+, nothing
a combat. For example, a character
happens. On a 1 or 2, the character
who would normally use a d8, uses
is ambushed by d6 Martians (L2
a d10 instead. This bonus may not
Minions, Morale -1, armed with
be used if the character was
hand weapons) and must fight
surprised by an opponent. The
them single-handedly. The aliens
bonus lasts for a single Attack roll,
attack first. The other PCs may not
and only with hand-to-hand
intervene. Every time, the character
weapons.
will meet d6 Martians. If the
12) Scarred. The character has a character is defeated, he will be
nasty, permanent scar that ruins captured and may be rescued by
his looks. The character has -2 on the other PCs with a Rescue
all Charisma rolls. mission.
13) Unusual looks. The PC has an 22) Hunted by Reptilians. At the
unusual hair and skin color or a end of any adventure, roll d6 for
similar cosmetic change, like the character. On a 3+, nothing
pointed ears, slit pupils, or scaly happens. On a 1 or 2, the character
skin. This is probably the result of is ambushed by d4 Reptilian
an alien experiment and makes

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Four Against Mars

mercenaries (L3 Minions, normal instead. The bonus does not apply
Morale, armed with swords and when the PC uses any weapon
blasters) and must fight them other than a sword, dagger, or knife.
single-handedly. The other PCs 26) Insanity. Due to childhood
may not intervene. If only one is trauma or alien abduction, the PC
encountered, he will be a L5 Boss begins the game with 1 Insanity
with 4 Life. If defeated, the point. No matter which game
character will be captured and may effects are used to reduce the
be rescued by the other PCs with a character’s Insanity score, he or she
rescue mission. will never have less than 1 Insanity.
23) Overweight. The PC is notably 31) Versatile. The PC may learn a
overweight: -1 on all climbing rolls, single Skill that is normally not
-2 on chase rolls, and +1 on allowed to his class. A Civilian who
swimming rolls. rolls Versatile twice may learn 2
24) Drunkard. The character has a Skills not normally allowed to his
drinking problem. At the beginning class.
of every adventure, the character 32) Lecherous. The PC has a strong
must roll d6. On a 1-3, he manages interest in romantic encounters. As
to control his drinking habit and soon as the chance arises, the PC
play proceeds as normal. On a 4-6, should insert a romantic Subplot
he shows up drunk and will be at -1 into the game.
on all rolls, except on saves vs. fear
or terror, against which he will 33) Charisma. The PC has +1 to all
enjoy a +2. As soon as the character Charisma rolls.
is wounded to half his Life points 34) Abducted. The PC was
or lower , adrenaline will kick in and abducted by aliens when he was a
he will sober up. The PC must roll child, and spent a number of years
again to see if he is drunk at the (choose a number 1 to 4) in their
beginning of next adventure. custody until he managed to
25) Knife Fighter. The PC has a escape with some stolen alien tech.
natural talent for bladed combat Roll one d6 per every year spent
and uses a higher tier die in melee with them. For any 6 rolled, the
when fighting with a bladed character gains 1 roll on the Traits
weapon. For example, if the PC’s List (reroll Abducted) OR 1 random
normal die is a d8, he uses d10 piece of alien tech, your choice.

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Four Against Mars

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Four Against Mars

35) Intuition. Roll a d6 when the 53) Defender. If an NPC is


PC finds a Clue. On a 5 or 6, he finds accompanying the team and the
2 Clues instead. You may team is involved in a violent
successfully use this ability only encounter, the PC may take on
once per game. himself all the damage inflicted
36) Strong: The PC has +1 on all upon the NPC. The PC does not
rolls to bash down doors, lift perform a Defense roll against that
weights, and perform other feats damage. He just takes on himself
of physical strength. the damage inflicted upon the NPC.

41) Mechanical Knack. The PC 54) Bonded. Choose randomly a


uses a higher tier die on all rolls to character in the team. The PC has
disarm or avoid traps, or to repair a special relationship (love, deep
damaged machinery or weapons. friendship, admiration) with that
For example, if the PC would character. If that character dies, the
normally use a d8, the PC uses a PC gains 1 Insanity and +1 on Attack
d10 instead. rolls vs. the enemy that killed the
character. The bonus lasts until the
42) Incredible Vitality. At L1, the enemy is killed (if the enemy
PC gets 1 permanent, additional escapes, the Bonded character
Life point. must try to pursue him). After the
43) Lucky. Once per adventure, the death of the special character, the
PC may reroll any failed die roll. bonded character will lose the
44) Good Aim. The PC has +1 to Bonded Trait if he manages to go
Attack rolls with ranged weapons. back to 0 Insanity points.
Otherwise, he will be brooding and
45) Fast Learner. The PC gets +1 to uncooperative (-1 on all Charisma
XP rolls when trying to level up, but rolls).
not when trying to learn new Skills.
55) Gadgeteer. Once per game, the
46) Fast Reflexes. The PC has +1 to PC may automatically turn a piece
Defense rolls. of alien tech into 1 electronic
51) Mentally Stable. The PC’s Level component. No Science roll is
counts as 2 higher for purposes of required.
Insanity. 56) Hard to Kill. If the PC plays the
52) Stealthy. The character has +1 Left for Dead Subplot, reroll a result
on Stealth rolls. of 1 or 2 until you get a different
result.
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Four Against Mars

61) It’s Only a Flesh Wound. Once 66) Genius. Once per game, the
per game, the PC may ignore the character may perform ONE of the
damage from a single attack or following actions: 1) automatically
cause, no matter if that attack pass a Science roll; 2) automatically
inflicted 1 or more points of generate 1 Clue after a victorious
damage. combat encounter or after finding
62) Hunter. The character has +2 a piece of alien technology; 3)
on Chase rolls. When shooting at a automatically pass a Save vs. a
fleeing enemy, he has a +2, not +1, psionic/mental attack. The ability
bonus on his Attack roll with a resets at the end of the game. The
ranged weapon. automatic successes on Science
rolls or Saves must be declared
63) Resilient. The character’s INSTEAD OF rolling the die (you
maximum Life is increased by 1. may not roll the die and then
The character does not receive an choose to use the automatic
extra Life point. It is just the level success if you roll a failure).
cap that is increased by 1. The
character will still have to increase
his Life by levelling.
64) Unlucky. The PC has rotten
luck. The fist time that a game
effect affects a random character,
it affects the unlucky
character instead. If that
attack or danger requires a
Save or a Defense roll, the
character rolls at -1. If there
are two or more Unlucky
characters, randomly
determine who is affected.
65) Ailing. The character has
1 Life less than normal for his
class and Level.

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Four Against Mars

Slayer of Martians: Kill 20


Milestones Martians to gain a permanent +1
Milestones are optional short term on all Attack and Defense rolls vs.
goals assigned to PCs. Once a Martians.
Milestone is completed, that PC
Slayer of Venusians: Kill 10
gains a benefit.
Venusians to gain a permanent +1
At the beginning of play, you may on all Attacks vs. Venusians and +1
choose a different Milestone for on saves vs. their mental powers.
each PC. Once a Milestone is
Slayer of Reptilians: Kill 20
completed, you may choose
Reptilians to gain the ability to
another for that PC. You may not
ignore the Reptilians’ armor effect.
take the same Milestone twice with
the same PC, unless the description Slayer of Grays: Kill 10 Zeta-
of the Milestone explicitly says so. Reticulans/Grays to gain a +1 to
Attack and Defense rolls vs. Grays.
Most Milestones are based on
keeping track of some personal Robot Fighter: Kill 10 robots to
success on the character’s part, gain a permanent +1 on all Attack
such as slaying a number of and Defense rolls vs. robots.
enemies of a given type. Keep track Zombie Hunter: Kill 20 zombies to
of these on the play sheet. Only the gain the ability to automatically kill
Minions slain by the character and a zombie every time you encounter
the bosses whose LAST Life point is them. You may take this Milestone
taken by the character count for multiple times: the number of
purposes of this Milestone. zombies you kill automatically
increases by 1 every time you
complete the Milestone.
Milestones are optional. If you
Master Gadgeteer: Build 5
feel like they add too much
experimental weapons to gain a
book-keeping to the game,
permanent +2 to all Science rolls to
skip them. You may always
build experimental weapons.
add them later.
Polymath: Learn 6 Skills to gain 1
free additional Skill of your choice,
chosen from those available to
your character class.

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Four Against Mars

Conspiracy Theorist: Learn 3 Swordfighter: Successfully inflict


secrets (9 Clues total) to gain 3 50 wounds in combat using a two-
additional Clues. handed slashing weapon to gain a
Area Knowledge: Visit all the areas permanent +2 when attacking with
of a town (write down the numbers it. You must have familiarity with
visited on your Milestone) to gain that weapon to take this Milestone.
the ability to reroll all the Each slain Minion counts as 1
encounters and events in that wound inflicted. Vermin enemies
town. You may take this Milestone do not count for this Milestone.
again when you move to a different Duelist: Defeat 3 bosses or weird
town. menaces single-handedly to gain a
Starfighter: Pilot a flying saucer permanent +1 on all Attack rolls
and use it to destroy another flying when you fight alone. If your
saucer, giant monster or giant friends leave the combat
robot to gain a permanent +2 on all engagement or hide while you are
piloting, Attack, and Defense rolls fighting and you win the fight, that
on a flying saucer. counts as a successful single-
handed victory.
Alien Technology Expert: Collect
10 different pieces of alien tech to The Truth is Out There: Collect 10
gain a permanent +2 on all Science Clues and spend them to learn the
rolls to operate or repair alien tech. secret weakness of one of the alien
races in the game. All the team
Giant Creature Killer: Slay two members including the PC who
giant creatures (atomic monsters collected the Clues permanently
or giant robots) to gain the ability gain a +1 to Attack rolls against all
to automatically inflict 4 wounds to members of that alien race.
the next giant monster or giant
robot you encounter. Using this Hero: Rescue 3 civilians to gain a
ability does not require a successful reroll on any die roll performed by
Attack roll but you must be in the the character. The reroll is a
same area as the monster and use permanent ability that may be used
one of your actions to use this once per adventure.
ability.
Mind Barrier: Successfully Save vs.
10 mental attacks from psionics to
gain a permanent +3 on such Saves.

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Four Against Mars

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Four Against Mars

dexterity. In addition, if the


Skills character falls from a height,
A PC may learn a new Skill with a reduce the damage suffered by 1.
successful XP roll. The Skill must be
Additional Weapon Familiarity:
listed under their class description.
The PC learns to use a different
The PC may use the newly acquired
weapon and removes the -1
Skill immediately. It doesn’t mean
modifier that normally applies
that the ability pops up all of a
when using unfamiliar weapons.
sudden in the PC’s mind. The PC
You must specify the name of the
was studying or practicing the Skill
weapon when the Skill is taken, for
for some time and now feels ready
example Additional Weapon
to use it.
Familiarity: Assault Rifle. This Skill
Accuracy: Once per encounter, the may be taken as many times as
PC may reroll 1 Attack roll with a needed, every time for a different
ranged weapon. weapon. Combat Specialists
Acrobatics: The PC may reroll any automatically have this Skill with all
climbing roll, and any other Save weapons. Scientists have this for all
described as based on agility or experimental weapons.

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Four Against Mars

Chemistry: The character gets +2 of surprising the team, has a 1 in 6


on Science rolls related to gases, chance instead. The effect of
acids, toxins, and chemical analysis. multiple characters with Danger
Danger Sense: If a character with Sense is cumulative and may
Danger Sense is in the team, reduce the chance of surprise to
opponents trying to surprise the zero.
team reduce their chance of Deadly Shot: The PC may use a
surprise by 1. For example, an Deadly Shot once per adventure,
encounter that has a 2 in 6 chance per Level. For example, a L5

Zeta-reticulan
experiments on
Earth amoebas and
alien monocellular
creatures have
created a variety of
“blobs” that move
around, trying to
swallow living
creatures to
increase their own
body mass. When
their body mass
reaches a certain
stage, they will split
into two or more
“child” creatures.

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Four Against Mars

character may use 5 Deadly Shots Skill rolls to defend normally


per mission. If the PC hits a Major against those attacks. This ability
Enemy with a Deadly Shot, that works also against attacks that are
attack inflicts 1 more damage than normally aimed at random targets.
normal. Deadly Shot may be used Electronics: The PC gets a +2 on
only with ranged weapons. Science rolls when trying to modify
Demolitions: The character can or repair electronic equipment
use explosives. including any sensors, scanners,
Detective: When Searching an radio equipment, electrical
area, the character may reroll the equipment, or communicators.
die. This bonus also applies when trying
to rewire or repair electronic brains
Diplomacy: A team including a and robots, or to disarm electronic
character with this Skill may roll all traps.
Reaction rolls twice and pick the
best result. The team may benefit Entomology: The character gets +1
only from one character with on Attack and Defense rolls vs.
Diplomacy at any given time. insects and arachnids, including
swarms and giant/mutant versions
Dodge: The PC gets +1 on Defense but not against robotic versions. In
rolls. other words, a giant spider-shaped
Double Attack: The PC may robot counts as a robot, not as a
perform two attacks with melee spider. The PC gets +3 on any
weapons every turn. The PC can Science roll performed to build an
attack twice with the same melee experimental weapon against
weapon or once per melee weapon insects and arachnids.
if wielding two weapons (one in Extra Vitality: The character has
each hand). TWO Life points more than normal.
Draw Attacks: Once per Fast Draw: The character may
encounter, you may decide that exchange weapons in hand without
any number of attacks from spending one action to do so.
enemies are all performed against Readying a grenade for throwing
the PC with this Skill. This may still requires 1 turn.
sound suicidal but it may be used
to avoid losing characters with First Aid: The PC may heal 1 wound
fewer Life points. The PC with this on a single character after each

22
Four Against Mars

encounter. This is NOT cumulative unarmed attacks). This Skill does


with any wounds healed by a Medic. not modify weapon attacks.
Grenade Chucker: The PC always Performer: The PC can sing, dance
inflicts a minimum of 2 points of or knows any other performance
damage (2 minor enemies killed, Skill that can lift the spirits of
minimum) when throwing a others. The PC gets +1 on all
grenade. Roll normally for the Charisma rolls and may, once per
grenade’s Attack rolls and if that game, remove 1 Insanity point from
doesn’t inflict at least 2 wounds, another character while
apply the minimum. performing in a non-combat
Keen Eyes: The PC counts any 4 situation.
rolled on a Search roll as a 5. Pest Control: The PC gains +2 on
Knife Throwing: A PC armed with Attack rolls vs. Vermin.
a knife or dagger may throw it as a Predict Tactics: Whenever the PC
light ranged weapon. The Attack is fighting with a Major Enemy, the
roll is at -1, +2 against an enemy PC may spend a single Clue to gain
who is running away (this +2 +1 on all Defense rolls vs. that
includes the -1 modifier). The specific enemy until the end of the
weapon is considered lost if the encounter. The character may use
character runs from that this Skill only once per encounter.
encounter, but a character may Psychology: The PC may, once per
pick up another knife by visiting any Level per adventure, perform a
hardware store or home. Science roll vs. a Level equal to the
Learn from Experience: Once per Insanity point of any friendly
game, the PC may enjoy a +1 on a character +1. If the roll fails, nothing
single XP roll. happens. If the roll succeeds, lower
Leadership: When a character with that character’s Insanity by 1.
Leadership is in the team, the other Quick Footed: The PC has +2 on
characters get a +1 to all Saves vs. Chase rolls, both when running
fear and terror. Multiple bonuses away or pursuing a fleeing enemy.
from Leadership do NOT stack. Rapid Fire: The PC may perform 2
Martial Arts: The PC’s unarmed attacks every turn with automatic
attacks count as Light weapons (-1 or laser weapons.
modifier, not -2 as usual for

23
Four Against Mars

Saboteur: The PC adds +2 on all one PC the modifiers does not


sabotage rolls. stack.
Skewer: Whenever the PC’s melee Tough: The PC gains +1 on all Saves
Attack wounds a living opponent vs. poison, gases, stunning or
with more than 1 Life points, it paralyzing weapons.
inflicts 2 damage, not 1. This ability
does not work against vehicles,
robots or objects. It does work Psionic Skills
against creatures like weird Psionic Skills may be taken only by
menaces, unless they are classed characters of the Esper class.
as robots. Learning these Skills requires an XP
Slippery: When an alien tries to roll just like normal Skills, but only
abduct the PC, the PC has a +2 on an Esper may do so.
all saves rolled to avoid capture. Most of these Skills require a Psi roll
Spot Weakness: Whenever the PC against the target’s Level to work.
is fighting with a major enemy (any To perform a Psi roll, add the
foe with more than 1 Life), the PC Esper’s Level to a roll of his/her tier
may spend a single Clue to gain a die.
+1 on all Attack rolls vs. that specific
enemy until the end of the
encounter. The PC may use this Circadian Rhythm Manipulation:
Skill only once per encounter. Once per game, the Esper may
make d6 minor enemies, or 1 major
Stab: Whenever the PC performs a enemy, fall asleep with a successful
melee Attack with an ambush Psi roll against their Level. Only one
bonus, the PC may roll the Attack roll is needed against a group of
die twice and pick the best result. minor foes. If the roll fails, nothing
Stealth: The PC has +2 to Stealth happens. Sleeping creatures may
rolls. be automatically killed if desired, or
Terror Tactics: When an opponent captured alive and all their loot
is forced to perform a Morale roll, taken. Robots, blobs, zombies,
the roll is at -1, in addition to any plants, insects, spiders, energy
other modifiers the creature may creatures, and creatures without a
have. This effect is NOT cumulative: nervous system may not be
if you have this Skill with more than affected.

24
Four Against Mars

Electrokinesis: The Esper controls Mental Blast: This ability lets the
the electrons in the air and uses user attack living organisms with a
them to control electricity. Once telepathic blast that inflicts 1
per game, the Esper may spend damage. The blast works only on
one action to do one of the living creatures with a complex
following: nervous system. It cannot affect
1) Throw a lightning bolt from his zombies, blobs, androids, or
hands. This counts as a ranged robots. It can affects plants only if
attack that hits with a bonus the Esper also posseses the Plant
equal to the Esper’s Level, and Communication Skill. Mental Blast
and additional +2 against ignores any armor effect (all those
robots, spaceships, and flying abilities that allow the target to
saucers. ignore damage). The ability may be
used at will and it works as a
2) Absorb electricity from an ranged attack for all other
energy being, automatically purposes. It may be used as a
inflicting 4 wounds on such a ranged attack against a fleeing
creature. enemy.
3) Defend at +2 against electrical Mind Reading: The Esper may,
weapons for the duration of a once per game, perform a Psi roll
whole encounter. This version against any living boss (not robots,
of the ability does NOT require plants, zombies, and blobs, but
the expenditure of an action. including energy creatures). This
The bonus is simply applied to may be performed in combat (the
the character’s Defense rolls. Esper forfeits his combat action to
Karma Control: Roll three dice for do so) or during a peaceful
the Esper before the beginning of encounter. If the roll fails, nothing
the game, using the Esper’s tier die, happens. If the roll succeeds, the
and write them down on your play Esper gains 2 Clues or triggers a
sheet. During the game, the Esper Subplot.
may use one of those rolled results Plant Communication: The Esper
in lieu of rolling a die. You must with this Skill may use Circadian
decide to use one of the “pre- Rhythm Manipulation and Mental
rolled” results BEFORE rolling the Blast on plants. In addition, once
die. per game, the Esper may get an

25
Four Against Mars

automatic “Ignore” Reaction from power on a weapon wielded by


plant enemies. himself or by another character.
Precognition: Once per game, the Telekinesis: Once per encounter,
Esper may alter the result of a roll the PC may use Telekinesis to
on the encounters table. The result automatically evade the encounter
may be altered by a number of (he lifts himself OR another
points equal to the Esper’s Level. character, not both, levitating out
For example, if you roll a 8, a 3rd of danger -- treat as a successful
Level Esper may pick any number evasion with no Chase possible) or
from 5 to 11. If you prefer, instead to force the opponent to skip a turn
of altering the roll, you may reroll in combat (this requires a
it, but in that case you may not use successful Psi roll vs. the foe’s L).
any other ability that grants rerolls. The Esper may also use Telekinesis
Probability Manipulation: Once to prevent himself or a friend from
per game, the Esper may use being abducted by an abducto-ray
probability manipulation for the or (again, with a successful Psi roll
duration of an encounter. During against the target’s L) to disarm an
that encounter, the team may reroll opponent so that the weapon flies
a number of dice equal to the from the target’s hand and into the
Esper’s Level. Rerolls may be used Esper’s hands. The Esper must have
on any rolls that happen during one empty hand to grab the
that encounter, including attack weapon, or may choose to drop
and Defense rolls or rolls that whatever object he is currently
activate special abilities. This ability holding as a free action and grab
may also be used to affect the the telekinetically snatched
other characters’ rolls. weapon. Disarming an enemy
lowers its L by 2 for attack purposes
Psionic Charge: Once per game, (for example, a disarmed L5 enemy
the Esper may surround a melee counts as L3 when it attacks, so
weapon with a razor-sharp Defense rolls against it succeed on
telekinetic field. The weapon strikes a 4+ instead than on a 6+).
at +2 on Attack rolls for the
duration of an encounter. Using Telekinetic Bubble: This ability
this ability is an instantaneous free works like the telekinetic shield, but
action. The psionic may use this it may be used on another
character. An Esper may learn this

26
Four Against Mars

Skill ONLY IF he already knows the used at will. The shield is perfectly
Telekinetic Shield Skill. The Bubble transparent and does not offer
will go down if the Esper is hit or concealment of any kind. The
affected by psionics, not if the Telekinetic Shield may not be used
wearer of the Bubble himself is hit at the same time a wearable
or affected by psionics. forcefield or wrist-mounted
The telekinetic bubble is not forceshield generator is used.
compatible with a wearable
forcefield or a wrist-mounted
forceshield generator.
Telekinetic Crush: Once per game,
the PC may perform a ranged
attack that ignores armor (all those
abilities that allow the target to
ignore damage) and inflicts 2
damage upon a target. Using this
ability requires a successful Psi
roll against the target’s L. If the
Esper rolls multiple times over
the target’s L, add 1 damage
(not 2) for each time he
surpasses the target’s L.
Telekinetic Shield: During
an encounter, the Esper
spends 1 action to set up a
telekinetic shield around his
body. For the duration of that
encounter, the Esper’s Defense
rolls are at +2 UNTIL the Esper is hit
or affected by any psionic effect. If
the Esper is hit, the pain will tear
down the telekinetic field and the
shield will vanish. The Esper may
still spend 1 action to set up the
shield again later. This Skill may be

27
Four Against Mars

Combat
You will often encounter enemies enemy’s L. Those succeeding the
and have to fight them. This section Stealth roll may attack with an
describes the procedure for ambush bonus (+1 to Attack rolls,
combat. +L for criminals) or skulk away
unnoticed (see below). Those who
Surprise and Initiative fail the Stealth roll are spotted by
the enemy and must either attack
When you encounter a potential
immediately or wait for the
enemy, two situations may occur:
enemy’s Reaction if the other PCs
1) The enemies ambush your haven’t attacked the enemy.
team. They go first. Roll for their
Reaction to determine what they Rolling for Stealth is an
do. If an enemy has a chance to option. You may always
surprise your team, its description decide that all your team will
will say so, generally as a X in 6 fight or wait for the enemy’s
chance of it happening (such as, Reaction. If you don’t wait
“Martian scouts have a 2 in 6 and aren’t surprised, you can
chance of surprising your team”). attack first.
Roll d6 and determine if they
ambush your team. 2 in 6 means Skulking Away
that if the die rolls a 1 or a 2, they A character passing a Stealth roll
surprise you; if you roll a 3, 4, 5 or may skulk away unnoticed,
6, they do not. effectively avoiding the encounter.
If any of your characters have the Those doing so do not gain any XP
Danger Sense Skill, the chance of rolls or loot from that encounter.
surprise is reduced by 1 for each PC Skulking away means that the
with Danger Sense, so a 2 in 6 characters are still in the same area
chance becomes a 1 in 6, and a 1 in but slowly move away from the
6 chance becomes no chance of encounter. If some PCs skulk away
surprise. and other remain to fight, the one
2) If the enemies don’t surprise who skulked away may rejoin the
your team, your characters may fight later (but they will lose one
perform a Stealth roll vs. the

28
Four Against Mars

turn doing so) or rejoin their humans tend to attract the alien
comrades at the end of the combat. invaders’ attention! If you are
running to your Safe House, there
Fighting and Other Actions is a 2 in 6 chance that your Safe
House will now be compromised.
Once combat begins, the two sides
This simply means that, from now
simply alternate attacking until one
on in the campaign, that area is no
side is defeated or decides to run
longer counted as a Safe House,
away. Performing an attack takes
and you must roll for events and
the whole turn. Characters may
encounters when you enter it.
perform other actions during a turn
(give first aid, run away, ready a
grenade, throw a grenade, use a Initiative Summary
psionic power, change weapon, When an encounter happens, do
pick up a dropped weapon or an the following in order:
object from the ground, use a drug, 1) If the enemy has a X in chance of
or any other action described in the surprising you, roll d6 to determine
rules), but they forfeit their attack if they do so. This is a single roll for
when doing so. If an action is the whole team.
described as a FREE or
instantaneous action, however, the 2) If the enemy does not surprise
PC may perform it for free (the your team, all of your characters
character does NOT lose his chance may perform a Stealth roll to
to attack that turn). determine if they manage to go
unnoticed. PCs who succeed may
skulk away unnoticed (ignore the
Running Away encounter) or attack the enemy
You may decide to run away at any with an ambush bonus (+1 for
moment, including at the beginning everyone, +L for criminals).
of a combat (on your turn). If the
3) You may go first, or wait and
enemies want to capture you, or
determine what the enemy will do
are fighting to the death, they will
by performing a Reaction roll. Each
chase you (see Chases). When you
enemy listing has a Reactions table
run away from a fight, you run to
in its description. A Reaction roll
any adjacent area on the town
means rolling d6 on the table and
map, but you will roll at +1 on the
applying the result. Enemies may
encounter and event roll. Running

29
Four Against Mars

ignore or even help you in some bonus, so to succeed the


cases, so it may be a wise choice to Stealth roll must be a 5+. All
roll for Reactions. Certain enemies heroes perform their Stealth
always attack. If you choose to roll roll individually. The two
for Reactions and the Reaction Combat Specialists and the
causes the enemies to attack, Scientist fail, but the
the enemies go first. Survivalist passes the Stealth
4) The two sides will alternate roll. He has the option to
attacking each other, until one side skulk away or fight with an
is defeated. ambush bonus. The player
decides that the Survivalist
5) You may decide to run away at (and the team) will fight. The
any moment, using the rules for team attacks first. They open
chases. The enemies may decide to fire. The Survivalist shoots at
run away, using the Morale rules. +1 (ambush bonus) with his
An Example of Surprise and shotgun, killing 2 aliens. Then
Initiative: Your team (a L5 the other characters open
Scientist, two L3 combat fire, killing 1 more alien, thus
specialists, and a L3 causing the remaining 2
Survivalist) encounters a aliens to perform a Morale
group of Martian scouts. roll on a d6. The Morale roll
Martian scouts have a 2 in 6 is a 1, so the two remaining
chance of surprising you, but Martians turn heels and
that is reduced to a 1 in 6 scamper through the woods.
chance because the The player decides not to
Survivalist has Danger Sense. chase them. The characters
The player rolls d6 and rolls loot the aliens’ bodies and
a 3, so the scouts do not pick up their blasters and
surprise the team. A single roll some unknown pieces of tech
is performed for the whole that their Scientist will later
group. At this point, everyone identify.
in the team makes a Stealth
roll vs. the Martian scouts’
Level. Martian Scouts are L3,
but they get a +2 scouting

30
Four Against Mars

Defeat Ambush Bonus


You lose the game if all of your If a character fights with an ambush
characters are paralyzed, knocked bonus, his first attack is at +1, or +L
out, captured, or killed. if he is a Criminal. The ambush
You defeat the enemy if all the bonus applies only on the first
creatures in the encounter are attack or, if the PC can perform two
paralyzed, knocked out, killed, or attacks thanks to a special Skill, to
run away because of a Morale roll. the PC’s first two attacks.

Morale Roll Special Combat Conditions


Whenever a group of minor Special conditions may make
enemies (Vermin or Minions) loses certain actions more difficult or
more than half its initial number (for impossible.
example, a group of 5 Martians For example, an encounter
reduced to 2), or whenever a major with limited visibility due to
enemy (a creature with multiple Life fog will give a -1 modifier to
points) loses more than half its Life ranged weapons.
points, you immediately roll d6 for
the enemy’s Morale. On a 1 to 3,
they run away, and you may decide
Attacking an Enemy
to Chase them (perform a Chase Each enemy, obstacle or danger
roll) or let them run. On a 4 to 6, encountered has a Level, a
they continue to fight until the bitter measure of how dangerous it is. In
end. Some creatures may have a -1 the case of enemies, the Level is the
or a +1 modifier to this Morale roll, number you must roll to wound the
based on how courageous or enemy with a hand-to-hand or
disciplined they are. Creatures that ranged attack. The same mechanic
have a Fight to Death Reaction is used to affect an enemy with any
never test Morale: they always fight other game effect (outwitting,
to the bitter end, and they always psionic combat, etc.) but different
try to chase your team if you run modifiers may apply to different
away. actions.

31
Four Against Mars

Example: A typical Martian is 13 monster and roll a 6 on your d6


L3, so you need to roll a 3 or roll, you hit that monster.
better to hit him.
When an attack goes multiple times Defending
over the enemy’s Level, the attack Defending from a foe in melee or
inflicts multiple wounds. This in ranged combat requires rolling
means that a powerful attack (like OVER that foe’s Level. Defense is
a burst from an automatic weapon) harder than offense.
may kill more than 1 Minion or
inflict more than 1 point of damage Example: A L3 Martian shoots
on a target with multiple Life points. at your character. You must
roll 4+ to dodge his shot.
Example: A L4 Combat
Light armor, high-tech armor, and
Specialist opens fire with an
forcefields give bonuses to Defense
assault rifle on a group of L3
rolls. However, a roll of 1 is
Martian scouts. The player
always a failure and always
rolls a 4, +1 for the rifle’s
means that the character has
attack modifier, +4 for the
been hit.
Combat Specialist’s Level
modifier, for a total of 4 +1
+4= 9. Each full 3 points kill Attack Modifiers
one L3 Martian, so the attack An attack on an enemy is
kills a total of 3 Martians. performed by rolling your tier die
Attack rolls may Explode, so an and adding any attack bonus due
attack may potentially roll ANY to the PC’s class, Skills, and weapon
number (as the explosion results used.
are added to the die roll). It is ● Combat specialists always add
theoretically possible for a puny +L to the roll.
human to kill a giant atomic ● Criminals add +L only when
monster with a single shotgun shot, ambushing the enemy.
but that will require a huge amount
of luck. ● Espers add +L only when using
psionic Skills.
Remember that rolling an
explosion is an automatic ● Survivors add +L only when
success. If you are fighting a Level using hand-to-hand weapons.

32
Four Against Mars

● Civilians never add their Level Weapon Summary table in the


to Attack rolls. appendix.
● Scientists add +L when using a
high tech experimental weapon Unarmed Attacks
or a gadget that exploits a foe’s An unarmed character may still
weakness. This gives you a attack at -2 or at -1 with the Martial
chance to defeat an atomic Arts Skill. A character may always
monster or some nearly use 1 action to pick up a weapon
indestructible robot that the from a slain foe.
rest of the team may find
almost impossible to dent. Unfamiliar Weapons
A PC using a weapon not listed on
Weapon Modifiers his play sheet does so at -1. A PC
Weapon are described by tag may use 1 XP roll to gain the
words (two-handed, melee, light, Additional Weapon Familiarity Skill,
electric, sonic, laser). The tag word thus removing the modifier.
may have some game effect. For Combat specialists ignore the
example, electric weapons have a unfamiliar weapon modifier so
bonus against robots. they do not need this Skill -- they
The Attack roll is modified by the have familiarity with all weapons.
weapon type.
A two-handed melee weapon (e.g. Defense Roll Modifiers
a samurai sword) adds +1. ● Light armor +1
A light weapon (club, hammer, ● Alien Armor +2
knife, dagger) subtracts 1. ● Forcefield +2
Some weapons have bonuses ● Criminal: +1/2 Level
against specific enemies, e.g.
● Dodge Skill +1
electric weapons hit robots at +2.
Sonic weapons hit crystalline ● Telekinetic Shield +2
lifeforms at +2. Certain attacks negate the bonus
For a summary of all weapon from armor or forcefields.
effects and modifiers, see the Defense Roll Success: If the
character rolls higher than the

33
Four Against Mars

enemy’s L or rolls any result that who receives any outstanding extra
grants an explosion on the die, the attacks.
character takes no damage from
the attack. Running Away From Combat
Defense Roll Failure: if the Sometimes, you might want to run
Defense roll is equal to or lower away from an overwhelming
than the enemy’s L or if the opposition. As the team does so,
character rolls a natural each enemy will attack once. Each
(unmodified) 1, the character takes character must make a Defense roll.
ONE wound. Mark 1 Life off the
If a character is killed while running
character’s profile. Some powerful
away, his equipment is considered
enemies inflict 2 or more damage
lost and may not be redistributed
points on a successful hit, as
to the other members of the team.
explained in their description. If no
damage number is mentioned, the Sometimes, enemy will run away
attack inflicts 1 damage. from a combat, due to a failed
Morale roll or some other game
Who is Attacked? effect. When this happens, each
character may perform one attack
Which PC is attacked depends on at +1 at a fleeing enemy, or decide
the number of enemies. to chase them (perform a Chase
In an encounter with fewer roll).
enemies than characters: Each
enemy MUST attack a different PC.
If there are not enough enemies to
attack all of the characters, you
Chases
decide which character is not
attacked.
Enemies Chasing Heroes
When your team runs from a
In an encounter with as many
combat and the enemies chase
enemies as there are characters:
them, choose a neighboring area.
Each character receives 1 attack.
Your team is trying to escape into
In an encounter with more that area. Each PC should make a
enemies than characters: Each Stealth roll against the enemy’s
character receives an equal Level. The rolls are at -2 if the
number of attacks, and you decide opponents are on a flying saucer.

34
Four Against Mars

The rolls are also modified by the captive character, or possess some
area Stealth modifier, if any. If the interesting loot that the PCs want.
characters are running into an area The PCs must perform a Chase roll,
of dense woods, for example, it will rolling their tier die vs. the enemy’s
be easier for them to lose their L. If at least one character manages
chasers. Characters with the Quick to catch up with the enemies, the
Footed Skill roll at +2. enemies will stop and fight. PCs
PCs who pass the roll are separated who fail the Chase roll will enter the
from the rest of the team and combat 1 turn later. If all chasing
manage to flee to safety, but must PCs fail their roll, the enemies
roll for an encounter as normal for manage to escape to safety.
the new area into which they PCs may not chase enemies flying
moved. away in a vehicle unless they have
PCs who fail the test must fight the same vehicle or a faster one.
again against the opponents and
the opponents get to attack first. At
the end of the combat, if the heroes
win, any survivors will
automatically join the rest of the
group. If the PCs lose, any surviving
enemies will try to catch up with the
fugitives, and the fugitives must roll
for Stealth again, at +1. Repeat the
process until all the characters
manage to escape, all enemies are
defeated (if they run due to a failed
Morale roll they will obviously give
up chase), or all heroes are
dead/captured.

Heroes Chasing Enemies


In some cases, the PCs will want to
chase fleeing enemies, for example
when enemies run away with a

35
Four Against Mars

wasted since they are not


Enemies enough to kill another Minion.
Enemies belong to two groups:
Minor (from the Minions and When a group of minor enemies
Vermin tables) and Major (from the loses more than half its initial
Weird Menace, Robot, and Boss number, the remaining minor
tables). enemies must make a Morale
roll. Roll a single d6 for the whole
Minor Enemies group. On a 1-3, the remaining
Minor Enemies are encountered enemies flee. On a 4+, the enemies
in large numbers. They are classed continue to fight. You perform one
as Minions or Vermin. They work in Morale roll per encounter, unless
the same way, the only difference the enemy’s profile says otherwise.
being that Vermin do not give any Courageous or cowardly enemies
XP rolls, while Minions give 1 XP roll may have a +1 or -1 modifier to
per every 10 Minion ENCOUNTERS their Morale roll. Some enemies
your team defeats. never roll Morale. This is indicated
in their profile. Enemies who roll a
Vermin are less dangerous, and
Fight to the death Reaction do not
give no XP. They can still be deadly
test Morale.
in large numbers.
Minor enemies have 1 Life each.
Major Enemies
Every successful attack kills one or
more of them. Major enemies include Bosses,
Weird menaces and any enemy
When an attack goes multiple with 2 or more Life points.
times over a minor enemy’s
Level, more than one minor Some major enemies perform
enemy is killed by that attack. more than one attack per turn.
Every successful hit on a major
For example, if you roll a total enemy depletes 1 of their Life
of 8 against a group of L3 points (or more, in the case of
Minions, you kill 2 Minions: powerful weapons). When an
the first 3 points in the attack attack goes multiple times over the
kill 1 L3 Minion, the second 3 enemy’s Level, the attack delivers
points kill another L3 Minion. more than one wound.
The remaining 2 points are

36
Four Against Mars

For example, if you roll a total Important: the foe’s Level


of 9 against a L4 boss, it loses drops IMMEDIATELY as soon
2 Life. The first 4 points in the as you reduce its Life to less
attack inflict 1 Life and the than half. For example, a L6
second 4 points inflict boss with 5 Life becomes L5
another Life. The remaining when you inflict a total of 3
point is wasted because it is points of damage. It becomes
not enough to inflict another easier to hit the foe and to
Life. avoid its attacks. Its wounds
If the weapon or attack form used are slowing it down!
inflicts more than 1 point of
damage on a successful hit, every Fleeing Enemies
time you go over the target’s Level When enemies flee due to a failed
you that amount of damage again. Morale roll, you may decide to
chase them, for example to loot
For example, if you hit a L5
them, or because a Trait forces you
robot with a weapon that
to chase them. See Chases, p.34.
inflicts 2 damage and your
total Attack roll is 10, you
inflict 2 damage with the first Enemy Reactions
5 points and another 2 Every enemy has a Reaction table
damage with the second 5 under its description. Roll d6 on the
points, for a total of 4 Life. table to determine what the enemy
will do. For Minions, make a single
When a major enemy loses more roll for the whole group. The
than half its Life points, its Level following results are possible:
drops by 1, and it makes a Offer Help: The creature offers
Morale roll. Roll a d6. On a 1-3 or food, rest, tending of wounds, and
less, the enemy flees. On a 4-6, the so on. You may heal 1 Life per
enemy continues to fight to the character. This rare Reaction
bitter end. When the enemy’s Life means you have found a faction of
points reach zero, the enemy dies, enemies that opposes the
or it is subdued if non-lethal attacks conquest of Earth, and helps the
were used. In both cases, its body human resistance. Aliens that offer
can be looted. help do NOT count as a defeated
for XP purposes.

37
Four Against Mars

Ignore: The enemy will simply your weapons” as a bribe is just a


ignore the characters. You may unit of military police tasked to
move through the area as desired disarm any humans entering the
but the enemy will not help you in area.
any way. You may not loot the Fight: The enemies fight. Enemies
enemy or take any objective under must test Morale when reduced
their control. If you perform any under 50% of their initial
hostile action, the enemy will fight. number/Life points, unless their
Flee: The enemy turns tail and profile states that they never check
flees. You may NOT loot them Morale.
unless you Chase them (see p.34). Fight to the Death: The enemy will
Fleeing enemies count as defeated fight to the death, asking for no
for XP purposes. You may loot the quarter and giving none. Enemies
bodies only of defeated (killed, who fight to the death do not test
stunned, captured) enemies. Those Morale.
who flee will carry their equipment
with them. Request for help: The enemy will
ask the team to solve a problem for
Flee if Outnumbered: The them. The problem has a Level. If
enemies flee only if there are fewer you roll its Level or better on d6, the
enemies than team members. problem is solved and the enemy
Otherwise, the enemies fight. You lets you go. Scientists add +L to the
may NOT loot fleeing enemies roll. Survivalists add +1/2 L. If the
unless you chase them. Fleeing problem is not solved, the enemy
enemies count as defeated for XP attacks the team, going first. You
purposes. get only one chance to solve a
Bribe: The enemies ask for a bribe problem, and you must choose a
(an object or action described in the character for the attempt.
text of the encounter). If you pay Side Mission: The enemy asks you
the bribe, the enemies will leave to perform a Side Mission. You may
you alone and you may move accept or refuse it. If you accept,
through the area. If you choose not roll on the Side Mission table to
to pay or cannot pay the bribe, determine what it is. If you
change this Reaction to fight. Bribe complete the Side Mission, as soon
is just a name, it doesn’t mean that as you come back to the area
the aliens actually accepted a bribe. where you encountered the enemy,
A squad of aliens that accepts “all
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Four Against Mars

you may roll on the rewards table assume they have a non-lethal
to determine your reward or gain setting. All characters killed in the
1 XP roll or play a Subplot. If you encounter are just knocked out or
refuse to accept the Side Mission, paralyzed and must roll on the
the enemy’s Reaction changes to alien experiments table to
peaceful or fight (your choice). determine their fate.
Mental Challenge: If your team Kidnap Men/Women: These alien
has at least one Esper or a piece of will try to kidnap only male or
alien tech allowing you to fight in female characters. Attacks on those
mental combat, the enemy will they try to kidnap are non-lethal,
challenge a psionic character of while attacks on others are lethal.
your choice to a mental duel. The Once all their targets have been
other characters may not knocked out, they will spend 1
intervene. Roll d6 +L for the Esper. action to grab the knocked out
If the result equals or surpasses the characters and use their next
enemy’s L, the Esper wins: the action to run away. Unless the rest
enemy walks away and you may of the team catches up with them
take its loot, if any. If the Esper and frees the kidnapped
loses, he loses 1 Level (an Esper characters, roll on the alien
may be demoted to Level 0, losing experiments table once per every
the ability to use psionic abilities kidnapped victim to determine
until he performs an XP roll and their fate.
goes back to Level 1). A 0 Level
Esper succeeds XP rolls on a 2+ (a
roll of 1 is still a failure).
If you cannot or do not want to
accept the mental challenge or if
your Esper loses the challenge, the
enemy will fight and the Esper will
gain 1 Insanity point. Enemies
losing a mental challenge count as
defeated for purposes of XP rolls.
Abduct: The aliens will attack with
stunners or other non-lethal
weapons. Even if they are equipped
with an otherwise lethal weapon,
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Four Against Mars

Character Classes
Each class has starting equipment and a formula for calculating their Life
points. Note that there is a maximum number of Life points each class
can have. Skills are not “free”, but must be earned with successful XP rolls.
Each successful XP roll lets you increase a character’s Level by 1 OR gain
1 Skill available to that class.

Combat Specialist
Ability: A Combat Specialist always
adds his Level to his Attack rolls.
Weapons Familiarity: All.
Starting Equipment: backpack,
light armor, shotgun or assault
rifle (your choice), hand
weapon (combat knife,
baseball, or fire axe), 1
fragmentation grenade.
Life: 5 + Level. A 1st Level
Combat Specialist has 6
Life. Maximum Life: 12.
Available Skills:
Accuracy, Acrobatics,
Danger Sense, Deadly Shot,
Demolitions, Dodge, Double
Attack, Draw Attacks, Extra Vitality,
Fast Draw, First Aid, Grenade
Chucker, Leadership, Martial Arts,
Predict Tactics, Rapid Fire, Skewer,
Stealth, Saboteur, Tough.
Optional: 1 random Trait and 1
Milestone of your choice.

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Four Against Mars

Medic
Ability: A Medic may treat diseases and wounds by rolling vs. the disease’s
Level. After each encounter, the Medic may heal 1 Life to every character
that was wounded during that encounter, including him/herself. No
character may benefit from the help of more than one Medic or first aid
per encounter.
Weapon Familiarity: pistol, knife
Starting Equipment: first aid kit, 1 light weapon, 1 pistol, 1 random alien
drug (roll on the alien drug table)
already modified for human use
if necessary.
Life: 4 + Level. A 1st Level Medic
has 5 Life. Maximum Life 8.
Available Skills: Additional
Weapon Familiarity, Chemistry,
Diplomacy, Extra Vitality, Keen
Eyes, Learn from Experience,
Leadership, Martial Arts,
Performer, Pest Control,
Psychology, Spot Weakness.
Optional: 1 random Trait and 1
Milestone of your choice.

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Four Against Mars

Criminal
Ability: A Criminal adds +L on rolls to disarm traps and Stealth rolls.
A Criminal adds +1/2 Level to Defense rolls.
A Criminal adds +L to Attack rolls when enjoying an ambush bonus.
Weapon Familiarity: knife, club, pistol.
Starting Equipment: Rope, lock picks, light hand weapon (knife or club),
flashlight, pistol.

Life: 4 + Level. A 1st


Level Criminal has
5 Life. Maximum
Life 10.
Available Skills:
Accuracy,
Acrobatics,
Additional Weapon
Familiarity, Danger
Sense, Detective,
Dodge, Fast Draw,
First Aid, Keen Eyes,
Leadership, Rapid
Fire, Martial Arts,
Saboteur, Knife
throwing, Quick
Footed, Slippery,
Spot Weakness,
Stab.
Optional: 1
random Trait and 1
Milestone of your
choice.

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Four Against Mars

Scientist
Ability: Add +L to all
Science rolls to
understand, repair,
modify, or invent
technology. Add +L to
Attack rolls with
experimental weapons
against weird menaces,
robots, and atomic
monsters.
Weapon Familiarity:
light weapon, 1 alien
weapon (see below), all
experimental weapons.
Starting Equipment:
Light hand weapon,
books, writing
implements, 1 random
alien weapon (roll on
the Alien Weapons
table; the Scientist
automatically has
familiarity with that weapon), access to a lab (+1 to Science rolls if there
is a lab in the area).
Life: 3+ Level. A 1st Level Scientist has 4 Life. Maximum Life 8.
Available Skills: Additional Weapon Familiarity, Chemistry, Demolitions,
Detective, Diplomacy, Electronics, Entomology, Learn from Experience,
First Aid, Keen Eyes, Leadership, Martial Arts, Performer, Pest Control,
Predict Tactics, Psychology, Spot Weakness, Saboteur, Stealth.
Optional: 1 random Trait and 1 Milestone of your choice.

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Four Against Mars

Survivalist
Ability: A Survivalist adds
+L on saves vs. all dangers
from the traps table,
saves vs. disease, and on
attacks with melee
weapons.
Weapon Familiarity: All.
Starting Equipment:
Light armor, hand
weapon, two-handed
melee weapon or bow,
shotgun or assault rifle,
backpack, Swiss army
knife, flashlight, dry
rations, water filter. The
Survivalist has one
hidden cache containing
any 3 non-alien items
hidden in any one
location in town (place
them before the
beginning of a game),
and may take them by
moving onto that location. You may decide what the items are when
you open the cache.
Life: 6+ Level. A first Level Survivalist has 7 Life. Maximum Life: 14.
Available Skills: Acrobatics, Danger Sense, Demolitions, Dodge, Draw
Attacks, Extra Vitality, Fast Draw, First Aid, Keen Eyes, Knife Throwing,
Leadership, Learn from Experience, Martial Arts, Predict Tactics, Quick
Footed, Terror Tactics, Skewer, Saboteur, Stealth, Tough.
Optional: 1 random Trait and 1 Milestone of your choice.

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Four Against Mars

Esper
Ability: An Esper adds +L to all Psi rolls and may use Psionic Skills. The
Esper starts with 1 Psionic Skill and may gain new ones with XP rolls.
Weapons familiarity: Light weapon.
Starting Equipment: Knife, books on psychic phenomena.
Life: 4 + Level. A 1st Level Esper has 5 Life. Maximum Life 8.
Available Skills: Any psionic Skills, Acrobatics, Additional Weapon
Familiarity, Danger Sense, Detective, Diplomacy, Dodge, Learn from
Experience, First Aid, Keen Eyes, Leadership, Martial Arts, Performer,
Predict Tactics, Psychology, Quick Footed, Spot Weakness, Stealth.
Optional: 1 random Trait and 1 Milestone of your choice.

Some Espers have


a natural psionic
talent. In a few
cases, the talent
was dormant
prior to the
invasion, but the
character’s
powers
awakened after
mental intrusion
by Martian or
Venusian
psionicists.
Others are the
result of Zeta-
Reticulan
experiments on
the human brain.

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Four Against Mars

Civilian
Ability: Civilians start with 3 Skills from their list of available Skills.
Luck: Civilians have a number of Luck points equal to their Level. They
may spend at any moment 1 Luck point to reroll any failed die roll (Save,
Defense, or Attack). Spent Luck points return between adventures.
Weapon Familiarity: One of the following: light hand weapon, shotgun,
pistol, bow.
Starting Equipment:
Backpack, shotgun or pistol
or bow, knife, rope, clothes
appropriate to the season.
Life: 4+ Level. A 1st Level
Civilian has 5 Life.
Maximum Life is 8.
Available Skills: Additional
Weapon Familiarity,
Acrobatics, Chemistry,
Detective, Diplomacy,
Dodge, Electronics,
Entomology, Extra Vitality,
Learn from Experience, First
Aid, Keen Eyes, Leadership,
Martial Arts, Performer,
Pest Control, Psychology,
Slippery, Stealth, Tough.
Optional: 1 or 2 random
Traits (you choose how
many) and 1 Milestone of
your choice.

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Four Against Mars

Equipment
Here is a list of common items Bow: A bow has no modifier. The
characters can have. At the bow is a silent weapon. A character
beginning of the game, PCs have attacking with an ambush bonus
the starting equipment on their can count the ambush modifier on
class profile. During the game, they his first TWO attacks, not only on
may pick up loot from defeated the first.
enemies or other sources. All First Aid Kit: This is required to use
characters are assumed to wear the First Aid Skill. A Medic needs the
appropriate clothes and carry first aid kit to heal wounds and
enough food, drink and basic treat diseases.
prescription drugs for their
everyday needs. Alien tech is rare Hand Weapon: This is a standard
and may be found only as loot melee weapon like a sword, axe,
(exception: scientists begin the mace, baseball bat, or a large
game with 1 random alien tech cleaver. Choose whether you want
item). a crushing or a slashing weapon. It
requires one hand to use and has
no bonus to Attack rolls.
Carrying Weapons
Light Armor: Light armor adds +1
You may carry more than one
to the wearer’s Defense rolls.
weapon. Note your “ready”
Certain attacks from enemies
weapon on your profile. That’s the
ignore this bonus. If the original
weapon you carry in your hands
wearer dies, you may reassign light
under normal circumstances.
armor to another character. Light
During combat, you must spend a
armor worn by civilians is
turn to exchange weapons unless
something like a biker’s helmet,
you have the Fast Draw Skill. You
boots and a thick leather jacket.
may always change what you are
holding in your hands before Light Hand Weapon: A light hand
entering a new area. weapon gives you -1 on Attack rolls.
Choose whether your weapon
deals crushing or slashing damage.

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Four Against Mars
Examples of light weapons include
sticks, knives, daggers, and tools
High Tech Equipment
used as improvised weapons, like High tech equipment is alien tech
a hammer or a large screwdriver. that has been adapted for human
use. Most weapons do not need
Rope: This may be necessary to tie
this adaptation, since the hands of
up an unconscious enemy or to
Zeta-Reticulans and Martians are
help a friend climb out of a pit.
pretty similar to human hands. For
Two-handed Weapon: This all other objects, a Science roll
weapon requires two hands to be against the Level of the object is
used but gives +1 to your Attack required. If the object is already
rolls. Choose whether it deals known to the team, because a
crushing or slashing damage. character already has a copy of that
Examples: large stick, quarterstaff, item, the Science roll is not
sledgehammer, samurai sword, necessary. If the roll is a natural 1,
golf iron. the Scientist (roll d6): 1-4 destroys
the item or 5-6 destroys the item
AND loses 1 Life. All team members
Additional weapons are described
can try once. If all fail, the object is
in the Weapon Summary Table in
too complex to operate and must
the appendix.
be discarded.

Salvaging Electronic Components


Alien tech may be disassembled to
generate electronic components
that a Scientist may later use to
build or repair experimental
weaponry. Each object will
generate 1 electronic component
on a successful L6 Science roll, at
+2 if the PC performing the roll has
the Electronics Skill. On a failure,
the object is destroyed and no
useful materials are salvaged.
Salvaging is a slow activity. It may

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Four Against Mars

be performed in any area but not Experimental weapons can be


during combat or during a chase. dangerous for the user. They blow
up in your hands, inflicting d3
Building Experimental Weapons damage, if you roll a 1 on the Attack
roll (so it’s safer to use them when
A Scientist may build an
you are a high level Scientist with a
experimental weapon by spending
good tier die).
a number of electronic
components equal to the weapon’s Once an experimental weapon
desired L and passing a Science roll blows up, the Scientist may attempt
against that desired L+5. If the to build it again. The L of the
Science roll fails, the weapon does Science roll and the amount of
not work and the components are electronic components needed to
wasted. The experimental weapon rebuild the weapon are now halved
allows the Scientist to add +L to his (round fractions UP). If the weapon
Attack rolls against atomic blows up again, however, the
menaces, giant robots, and flying Scientist will abandon the project:
saucers, up to a maximum bonus the theory is flawed and the
equal to the weapon’s L. Scientist must start again.

Example: Professor Dalia


Hartman plan to build a
Neutron Diffuser to destroy
the giant space amoeba that
is attacking her hometown.
Hartman is L6 so she plans to
build a weapon to the
maximum of her ability. The
experimental weapon will be
L6 too. Hartman spends 6
electronic components and
must perform a (6+5)= L11
Science roll.

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Four Against Mars

Blaster: A blaster may be used by


List of Tech Items humans without need for
Acid: A dose of acid may be thrown adaptation. Blasters are battery
in combat automatically inflicting 2 operated, pistol sized laser
damage upon a single target or weapons that may attack at +1 (an
may be used to break free from any unskilled user would be at a net 0
bonds. modifier, +1 from the weapon and
Alien Armor: The function of this -1 for not possessing the weapon
shiny silver suit is obvious, but it familiarity). Blasters use up 1
takes a L2 Science roll to adapt it battery per game.
for a human body. This suit of high Blaster Rifle: A blaster rifle may be
tech armor adds +2 to the wearer’s used by humans without any
Defense rolls without encumbering adaptation. Blaster rifles are
the wearer. Certain attacks will battery operated, two-handed laser
ignore this bonus. weapons that attack at +2 (an
Battery: Batteries are used to unskilled user is at a net +1, +2 from
operate alien tech devices and to the weapon, -1 for not having
recharge blasters. Weapon Familiarity with it).
Blasters use up 1 battery per
Bioscanner: Adapting this device
encounter. When found, they are
for human use requires a L6
assumed to have enough power to
Science roll. If a character has a
work until the end of the
bioscanner ready (carries it in his
encounter, but a battery will have
hands), reduce by 1 the chance of
to be inserted before the next
the party being surprised by any
encounter.
enemies encountered (for
example, if they had a 4 in 6 chance Users with the Rapid Fire Skill may
of surprise, they will have a 3 in 6 attack twice per turn at +1 or once
chance). This modifier is cumulative at +2, when shooting a blaster rifle.
with the Danger Sense Skill. Body Stim Belt: L3 Science roll to
If an enemy is equipped with a adapt to human use. The wearer
bioscanner, all Stealth rolls gains +2 on Defense rolls against
performed by characters against stun attacks. If an enemy is wearing
that enemy are at -2. a body stim belt, attacks with
stunners on that alien are at -1.

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Four Against Mars

Communicator: This is a hand- inflict a minimum of 2 damage if


held or wrist mounted the 3 Attack rolls score less than
communicator. It requires a L5 that.
Science roll to adapt the first When a grenade is used against the
communicator for human use, but team, all characters must defend
once that is done, the character vs. a L4 attack or take 1 damage
knows automatically how to adapt and lose their next action due to
any other communicators he may the concussion. Combat Specialists
find. A communicator lets the user and Survivalists defend at +1.
perform any voice-based or video-
based communication like a All tech items in the loot of an
modern-day smartphone would. enemy that has been affected by a
Characters with communicators grenade have a chance of being
may be split from the party in damaged by the explosion. Roll d6
missions that allow for splitting. for each item. On a 1, the object is
destroyed beyond repair. On a 2,
Grenades: There are many types the object is damaged but it may
of grenades. be repaired with a Science roll (the
Fragmentation Grenade: This is a L of the Science roll is equal to the
high power grenade of human or item’s complexity, that is, the L you
alien origin. It is listed in the high would normally roll against to
tech section because it is normally adapt it for human use).
not available as equipment and
may only be found as loot Stun Grenade: Stun grenades
(exception: combat specialists work as fragmentation grenades,
begin the game with 1 grenade). A above, but have no effect on
grenade is a single use item and artificial beings (robots, androids),
may be thrown (if it is the weapon zombies, vehicles, or targets
the character has ready) in the first protected by forcefields. Living
turn of a combat. A grenade will enemies “killed” by stun grenades
perform the equivalent of 3 attacks are just knocked out and can be
at +1 against a group of enemies, automatically taken alive. Stun
and if the user has the Grenade grenades do not have any chance
Chucker Skill, it will always kill at of destroying loot.
least 2 minor enemies or inflict 2 When a stun grenade is used
damage on a single major enemy: against the team, all characters
roll the 3 attacks as normal, but must defend vs. a L3 attack or be

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Four Against Mars

knocked out. Survivalists and atmosphere that is normally toxic


characters with the Tough Trait for humans.
defend at +1 (this is cumulative). Wrist-mounted Force Shield
Electric Grenade: Electric Generator: Level HCL+3 Science
grenades work as fragmentation roll to adapt to human use. Every
grenades, but have +3 against time the wearer takes damage, roll
robots. Subtract 1 from the d6 roll d6. On a 5 or 6, that damage is
to damage loot, counting a 0 as a 1. negated. The generator does not
When an electric grenade is used work if the wearer is attacked by
against the team, treat as a surprise. The force shield generator
fragmentation grenade, but also may not be used in conjunction
roll for a chance to destroy any high with other types of forcefields,
tech equipment carried by an including telekinetic ones (see
affected character (the equipment psionic Skills), but may be worn on
of characters who pass their top of a suit of light armor or alien
Defense roll against the grenade is armor.
automatically safe).
Respirator: It takes a successful L3
Science roll to adapt a respirator to
human physiology. The wearer is
immune to the effects of poisonous
gases and may breathe any

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Four Against Mars

clockwise, until all characters


Leveling Up have been given a chance to
Every time the team kills major level up.
enemies, completes a mission, or
survives 10 encounters with Increasing Life with Level
Minions (not Vermin - Vermin do
A character who gains a Level gains
not give XP), a character of your
one Life point.
choice may attempt to level up OR
gain 1 Skill. This is called an
experience or XP roll. Roll that Summary of Experience Rules
character’s tier die: if the result is Gaining experience is not
higher than the character’s current automatic. Every time your team
Level, or it is an explosive result, the accomplishes something or defeats
character gains 1 Level OR 1 Skill a major opponent, you gain one or
from his list of allowed Skills more XP rolls.
(Espers may gain 1 Psionic Skill). If
● Use the character’s current die
you defeat a giant atomic monster
tier to roll XP rolls, but add +2
or the final boss enemy of a
on d8 rolls and +3 on d10 and
mission, you get 2 XP rolls. Game
d12 rolls.
effects that allow to reroll dice
may NOT be used on XP rolls. ● XP rolls may explode.
Certain Skills and Traits (Studious, ● The target number that you
Fast Learner, Learn from must roll is your current L+1.
Experience) modify XP rolls. You E.g., if you are L5, you need a 6+
may not level up the same to level up. If the roll fails,
character twice in a row, but you nothing happens. If the roll
can keep trying leveling up with the succeeds, the character’s Level
same character until you succeed. is increased by 1 OR you gain a
Skill (your choice) from the list
If you play with multiple
of Skills available to that class.
players as a coop game or as
a traditional Game mastered ● Your team gains 1 XP roll every
RPG, distribute XP rolls as time you defeat a boss or 10
fairly as possible among all Minion groups.
participants. Give the first XP
roll to a random character
and then go around the table

53
Four Against Mars

● Your team gains 2 XP rolls every themselves. Each character may


time you defeat an atomic carry 10 objects in a backpack, plus
menace. three weapons (a two-handed
weapon counts as two weapons).
● XP rolls may not be rerolled.
Characters carrying more than this
● Vermin give no XP rolls. have -1 on their Defense rolls. You
● You may try to level up the may leave any number of items in
same character multiple times a Safe House. You may leave any
until you succeed, using 1 XP items in other areas, but they will
roll per attempt. be stolen.
● You may NOT level up the same
character twice in a row.
Searching Areas
● Each Level gives the character
Whenever you explore an
1 additional Life OR 1 Skill, your
unoccupied area, you MAY roll on
choice.
the Search table. An area may be
● You may level up only searched only once. Mark it with an
characters that were present “S” when you search it. Note that
when the danger or enemy was an area counts as unoccupied
defeated. For example, if Joe is when it is found unoccupied, not
resting in a hospital while when you have killed all opponents
Barbara, Will and Anna in that area.
defeated the giant atomic
spider, you may NOT use the 2
XP rolls from the giant atomic Search Table (d6)
spider to level up Joe.
1-2 Patrolling enemies attack!

3 Nothing in the area.


Encumbrance Choose one of the
When your team defeats all the following:
enemies in an encounter, you may 1) find a Clue
take the creatures’ equipment and 4 -6
2) find a random piece of
assign it to your characters. alien tech, or
There is a limit to what a character 3) play a Subplot.
may carry without encumbering

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Four Against Mars

Patrolling Enemies Patrolling Enemies Table (d6)


If the rules call for patrolling
1 Roll on the Vermin table.
enemies, roll on the Patrolling
Enemies table to determine who or 2-3 Roll on the Minions table.
what they are. They automatically
surprise the team and attack first. Roll on the Weird Menace
4
You may not use Stealth to skulk table.
away from a fight with Patrolling
Enemies. Patrolling Enemies roll 5 Roll on the Boss table.
Morale as normal when the
situation calls for it, unless they are
Roll on the Robots or
a type that never tests Morale.
6 Flying Saucer table, your
You always roll a 1 in 6 chance of choice.
encountering Patrolling Enemies
when you move through an area
that you have already visited. You
NEVER check for Patrolling Enemies
in your Safe House.

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Four Against Mars

Disappeared Person Subplot. If for


Subplots any reason you need the librarian’s
Subplots are minor scenes in the game statistics, count him as a
game that you may play when the Level 1 Civilian NPC.
rules allow. A Subplot may change
Missing Person. You may play this
the story of the game and
Subplot only when defeating a boss
introduce new characters. A
enemy in a military installation,
Subplot can be played only once
alien base, or aboard a flying
per game. Some subplots can be
saucer/spaceship. You find a
played only once per campaign.
person that had previously
Whenever you meet an NPC in a disappeared mysteriously in the
Subplot, you may decide the NPC’s campaign (this includes one of your
gender, age, name, and other former characters who was
details, or roll them randomly as abducted or otherwise captured).
you prefer. Most details will have Aliens have been torturing and
no direct impact on the game but experimenting upon the poor
will help you form a more solid fellow, and the sight of his wounds
story. is enough to give one of your
characters 1 Insanity point. If the
person is returned to your Safe
The Librarian. Play once per game
House, you gain 2 XP rolls. If the
and only when you perform a
person is a past character, he may
research roll in a library. A
be returned to active play but he
character in the team may spend 1
will have 1 Insanity point at the
Clue to befriend a librarian, asking
beginning of his next game.
him to conduct researches for the
party. Whenever the team returns Long Lost Relative/Friend. One of
to the library area, any research your characters meets a long lost
rolls will be at +2 thanks to the help relative, friend, or past lover. The
of the materials gathered by the person joins the team as a Level 1
librarian. When you get a 1 on a Civilian with no equipment. Give
research roll, however, you do not him a name and roll a Trait for him.
roll for patrolling enemies, but the If the character survives and makes
librarian mysteriously disappears. it to the characters’ Safe House at
You may encounter the librarian the end of the game, the character
again later by playing the who played this Subplot gains 1 XP

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Four Against Mars

roll. If the NPC dies, the character who has invented some
gains 1 Insanity. If the character experimental weapon that may be
who played the Subplot dies, the used against a Weird Menace that
NPC will leave the team as soon as terrorizes the area. At any moment,
the team reaches an area without the character may gain the
an hostile encounter. experimental weapon before
The Madman. The team meets a stepping into an area, and
disheveled person who had a automatically meet a random
traumatic encounter with aliens. Weird Menace with 3 additional Life
The person will not join the team points compared to its standard
but may be treated with a profile. The random menace will
successful Science roll (characters automatically attack. If the team
with the Psychology Skill add +L to defeats the menace and the
the roll). The person’s psychological experimental weapon inflicts at
trauma is treated as a L6 disease. least 2 damage upon the creature,
If the roll is successful, the the experimental weapon works
individual recovers and the and may be kept by the team for
character who helped him gains 1 the rest of the campaign. If the
Clue. weapon fails to wound the creature
or the team runs away from the
Mutilated Cattle. This Subplot combat, however, the invention
may be played only in a farm or in does not work and must be
a cottage area. The character finds discarded (it may still be salvaged
horribly mutilated animals and to gain d3 electronic components).
gains 1 Clue and 1 Insanity. In Give it some retro sci-fi name such
addition, any encounter with Zeta- as a positronic discombombulator
Reticulans in this game will have no or tachyonic mass disperser, or roll
chance to surprise the team. on the Experimental Tech Name
The Professor’s Daughter/Son. generator in the appendix.
This Subplot may be played only The Saucer. You may play this
once per campaign. One of your Subplot only in an area where you
character meets an attractive have encountered a flying saucer
person and a romance begins. The or found an alien installation/base.
person joins the team as a L1 You manage to find a saucer and
citizen. He or she is the steal it if you defeat the aliens that
daughter/son of an aged professor

57
Four Against Mars

are guarding it. Roll three tractor beam from a spaceship. The
encounters (one with Minions, one other characters may leave him to
with a boss, and one with a Weird his fate or jump in the beam and
Menace) and if you defeat all three, follow him on the spaceship.
the team may enter the saucer. If they leave him to his fate, the ship
Once you are in, you may move to will zoom away and they will meet
any area of the town or use the the character again after d6 areas,
saucer to attack any Weird Menace or at the end of the adventure as
that you know about (for example, they return to their Safe House,
a giant monster that is causing whichever happens first. The
havoc in some area of town). character will have to roll d6 on the
Anyway, every time you move into alien experiments table to
a new area, there is a 3 in 6 chance determine what the aliens did to
that another saucer (roll on the him.
random saucer table) will spot you
and attack you. You may at any If they join him, all the team will be
moment fly back to your Safe transported aboard a space ship
House as long as you aren’t and will have to fight their way out.
engaged in aerial combat by Characters will have to resist an
another saucer and deliver the HCL+1 intensity paralyzing ray (roll
saucer to the authorities, gaining 2 every turn until the character
XP rolls when you do so. Once a breaks free). Characters that
character has been flying or using manage to break free will have to
the guns in a saucer, you may use fight a random group of Minions
a successful XP roll to gain the (use the maximum number of
Spacecraft Piloting and Spacecraft Minions for that encounter) and an
Gunnery Skills, that let you add the HCL+1 boss of the same race.
character’s L when attacking with When the boss is killed, you may
saucer guns or when the saucer have the saucer crash, with each
you pilot is rolling to defend from character taking d6 damage but
other ships’ attacks. otherwise surviving the crash
landing (unless the damage is
Abducted: Play this Subplot only enough to kill them, of course!) Or
when instructed to do so from a one of your characters may try to
table result or other rule. A pilot the saucer to a safe landing
random character is abducted by a (Save vs. L7 piloting; characters

58
Four Against Mars

with Spacecraft Piloting Skill add +L;


on a failure, the ship crashes as
Clues and Secrets
above and the pilot takes 2d6 During the game, on a successful
damage; on a success, the ship Search roll, or in other
lands safely. In both cases, the ship circumstances described in the
is damaged in the landing. To rules, a character may find a Clue.
repair it, you must perform a L10 A Clue is an abstract
Science roll and use 20 electronic measurement of information.
components for repairs. A working Feel free to invent what the Clue is
flying saucer can be delivered to if it is important for you, in away
the authorities for 2 XP rolls. A that fits your story. For example, a
damaged flying saucer may be Clue may be the diary of a Scientist,
dismantled to gain 5d6 electronic a slip of paper with some notes, a
components. See also the Saucer letter from a scholar, some rumor
Subplot for other rules about heard in a seedy bar, and so on.
spacecraft handling. Characters can accumulate Clues
Left for Dead. You may play this during the current adventure or
Subplot only once per character over the course of a campaign. As
per campaign. You may play this soon as a character has
only when the character’s Life point accumulated 3 Clues, that
total goes to zero. Roll d6. On a 1 character discovers a Secret. The
or 2, the character is permanently character “burns” 3 Clues and
dead. On a 3 or 4, the character has chooses one of the following game
been captured by aliens and effects to represent the Secret:
returns d3 locations later, after
rolling on the alien experiments
Weakness of an Enemy: Choose a
table. On a 5 or 6, the character
major enemy. When you meet it,
loses 1 Level and returns, with just
you have a +2 to attack it. The
1 Life point left, 3 locations later.
bonus lasts for the whole duration
of the combat, not just limited to a
single attack. All characters in the
team enjoy the bonus. An example
would be knowing that an alien’s
armor has a weak spot under the
armpits or that a Venusian attack

59
Four Against Mars

beast was wounded in a leg. Once presence, the enemy will


the combat with that specific automatically fail their Morale roll.
creature is over, the bonus is lost. This has no effect on enemies that
Deal with an Enemy: When you do not test Morale or have rolled
encounter a enemy, you may the Fight to death Reaction. It also
activate this Secret and declare that has no effect on weird menaces.
you have a deal with him. The Someone has been Imprisoned:
enemy will let your team pass An important character is a
through the area without attacking prisoner in a randomly-selected
you, at any time that you need to. area. You will find him guarded by
You may not, however, take its loot. Minions or by a boss enemy. If you
You may not use this rule with manage to free him and bring him
Vermin or mindless creatures like to the Safe House alive, you will
blobs and zombies. receive 1 XP roll. The prisoner is
Location of Hidden Tech: When chained to a wall. An adventurer
you enter any area, play this Secret can break the chain during combat
to recognize the area as the by winning an Attack roll against L4
location of a hidden tech. You gain or by using a laser weapon. An
one tech item of your choice, but adventurer rolling to free the
you still need to figure it out with prisoner may not attack that turn.
the appropriate Science roll.
Increase Psionic Power: This can
be taken by an Esper. When you
use a specific psionic ability of your
choice, you count as being 1 L
higher. The ability must be
assigned when the Secret is Clues and Dying Characters
revealed and may not be changed Clues are discovered by a single
later. You may take this Secret character, but you can assume that
multiple times, once per psionic the character shared the
ability. information he discovered with the
Terrible Secret: Whenever a rest of the team. If a character dies,
enemy or group of Minions must move that character’s Clues to
make a Morale roll in your another character’s profile.

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Four Against Mars

Saves Splitting the team


When the rules ask you to “Save” In certain circumstances, you may
versus a specific attack or other want to split the team. For
danger, the name of the Save is just example, you may want to leave a
descriptive, what counts is its Level. character to guard the body of a
Roll the character’s tier die, adding fallen comrade or send a single
any modifiers as instructed in the character to complete a mission.
description of the Save. If you roll Splitting the team is very
the target number or better, you dangerous and you may do it if you
avoid the danger and nothing have at least two communicators.
happens to you. If you roll lower Roll for encounter as normal for
than the target number, you suffer both “sections” of the team, but if
the consequences indicated. This is you met enemies whose level or
often a loss of Life or some lasting number depends on the HCL, use
inconvenience. the team’s HCL, NOT the Level of
the characters who actually met
For example: Characters are the enemy.
urged to Save vs. L3 poison or
lose 1 Life. A character rolling
a 1 or 2 will lose 1 Life.
Fallen Heroes
Characters rolling 3 + will When a character loses his last Life,
suffer no effect. he slumps to the ground, mortally
wounded. If a combat is still going
Let’s Return Home! on, a partner may still access any
equipment on the dead
Completing a mission is not adventurer’s body, but to do so the
enough to succeed. You have to friend must forfeit his attack for
make it back to your Safe House. that turn.
The characters will be exhausted,
probably wounded, and enemies The character may survive. Play the
will try to sneak up on them. For Left for Dead Subplot. This may be
every area crossed, roll a 1 in 6 done only once per character per
chance of encountering Patrolling campaign.
Enemies.

61
Four Against Mars

Keep track of who was the last


Things to Remember character who leveled up,
● Characters have two hands they because you cannot level up the
can use. If the character holds a same character twice in a row,
two-handed weapon or a bow, not even if he is the only
he or she cannot hold another character alive. If you play the
object or weapon. Readying that game in cooperative mode, with
object will require 1 action, multiple players running one
unless the character has the character each, determine
Fast Draw Skill. randomly who gets the XP roll,
● Always write in pencil and keep but do not let the same
an eraser at hand. Lots of character level twice in a row.
information must be updated ● An XP roll may give you 1 Level
during the game. or 1 Skill, not both. Think of
● Number your characters 1 to 4. them as generic training in
If you are asked to pick a one’s chosen profession
character at random, roll a d4. (leveling up) vs. specializing in a
specific area of expertise
● Read an enemy’s Reaction table
(learning a Skill).
before attacking. Some
encounters may benefit you in ● A character may learn Skills
other ways than just XP and loot. only from the list of Skills
allowed to his or her character
● Check for the enemies’ Morale
class.
roll when you kill half the minor
enemies in a group, or when a ● A character’s Life total goes up
major monster loses more than by 1 when the character levels
half of its Life. This can be a up.
lifesaver! ● There is a limit to the amount
● Keep track of Minions killed. 10 of punishment that a human
Minion encounters give you 1 body can take, so there is a
XP roll. One major enemy gives maximum number of Life
you 1 XP roll. Vermin do not points that a character can
give XP rolls. have. Characters who reach
that maximum may still level up
● Perform XP rolls immediately.
but they will not gain more Life
You may not save them for later.
points.

62
Four Against Mars

● Total team kills happen. It’s a one GM and one player you can still
fact of adventuring Life. Choose play: this is called One-on-One
wisely when to run away and gaming.
when to keep fighting. In a RPG-lite game, the GM keeps
● Secrets and Subplots let you track of the enemy’s Life points,
steer the story in the direction remembers to take their Morale
you want. Use them wisely! rolls, and reminds the players of
the rules. The GM should also make
sure that loot and XP rolls are
The RPG-Lite Option distributed fairly among all the
participants. Characters are not
This game, like its fantasy
supposed to be arguing: they
predecessor Four Against Darkness
should cooperate and act like the
has been designed as a solo game,
heroes of a movie. Every time the
but this need not be the case. If you
players argue, the GM should let
are an adult playing with children,
them decide with a vote. If that
or an expert player playing with
doesn’t work, the GM decides as
casual or first-time gamers, you
fairly as possible, and the other
might want to run the game like a
players must accept her decision.
rules-light, no-preparation, pen-
and-paper roleplaying game. Keep the enemies’ Reaction tables
Adventures can be played one after secret, so the players must plan
the other like the chapters in a their character’s behavior without
book. This continued play is called knowing the odds. Be prepared to
a campaign. In a campaign, the embellish the results from the
heroes retain the levels, tables with vivid descriptions,
equipment, and treasure telling your players what their
accumulated in the previous characters see, smell, or hear. Play
games, thus being able to face the role of any enemies they meet.
bigger challenges. Wounds are fully Be prepared to improvise: players
healed between games. will surprise you and take
unexpected paths. Nearly any
The most experienced or creative
action that the characters may
player should become the game
attempt and is not described in the
master (GM) and the other
rules can be treated as a Save. The
participants will play the roles of
only tricky part is deciding how
the adventurers. If you have only

63
Four Against Mars

difficult the action is, and which Once you have run through a few
classes may add their L, half their random missions generated with
L, or just a +1 bonus (or no bonus the tables in this book, you will be
at all!) to that Save. This depends able to invent new ones. You could
on the type of action. Make sure design your own random tables for
that each character gets a chance events and enemies, and create
to shine. Here are a few specific towns with different
suggestions: problems and different alien
● Survivalists and combat invaders. Adventures should not be
specialists are strong. They can limited to invaded towns: as the
lift weights, bash down doors, heroes become more powerful,
and resist pain and disease. they could hijack a flying saucer
and bring the action in space or on
● Criminals are agile and other planets. Watch old, black and
dexterous, so they should be white science fiction movies for
good at climbing, dodging, or inspiration.
avoiding traps and surprise
attacks.
● Scientists know stuff! They are
respected. People ask for their
advice. In the 50’s, the world
trusts Science!
● Do not have the players roll for
everything. Certain actions will
be impossible and others will
be automatically successful.
Just use logic and your sense of
drama. If you are in doubt, just
ask yourself: what would
happen in this situation in an
exciting book or movie?

64
Four Against Mars

The closer you move towards the


Generating a Mission town center, the more heavily
The town is represented in an guarded your objectives will be,
abstract manner through a map of and the more likely you are of
boxes numbered 1 to 20. Your encountering aliens or their
team begins in a random box: roll creations. When you are in the
d6 to determine where. This white areas, your rolls on the
location is your team’s Safe House. events and encounters table are at
No encounters are rolled when you -1. In the gray areas, they have no
enter that area. An enemy who is modifier. And in the black areas, all
chasing you might chase you into rolls on the event and encounters
that area. table are at +1, making dangerous
Take the town map diagram and encounters more likely.
imagine it is your hometown. Fill in After generating the town’s layout,
the names of any landmarks or roll on the mission table.
known hangouts. For example, in
the Diner box you may write the Area Types - White Areas
name of your favorite fast-food
Roll at -1 on the encounters and
place or a famous restaurant. Also
events table when entering White
name schools, hospital etc. as
areas.
desired. If your hometown has
more than one hospital or stadium,
just pick one that you like. This does Warehouses. PCs in these areas
not have an impact in the game but have +1 to Stealth rolls.
it creates a more vivid setting.
Cottages/Countryside Houses. If
Each location may have modifiers used as a Safe House, PCs may heal
for Stealth, making it easier or 1 additional wound every time they
more difficult for your team to enter the area.
skulk around and avoid detection
Diner or Fast Food Restaurant. If
when you move through a box
spending an uneventful turn here
occupied by the enemy. Some
or rolling a peaceful encounter, all
locations will let you acquire
characters may rest and heal 1
equipment, healing, Clues, bonuses
Insanity or 1 wound.
to certain actions, or give you other
advantages. Farm. 2 in 6 of encountering
mutilated cattle. If area is occupied

65
Four Against Mars

by Grays, the chance of finding generated by prayer, so there is a


mutilated cattle is 4 in 6. If 2 in 6 chance of an encounter with
mutilated cattle is encountered, all a Gray or Martian psionic (50%
characters must Save vs. L4 fear or chance of each).
take 1 Insanity. If there is no violent School/Campus. All Scientist PCs
encounter or the visit to the farm is can ask for peer opinions on their
uneventful, the characters may rest research and get a +1 on any
and heal 1 wound each. Science rolls performed here. Any
Park. +1 to Stealth rolls. There is a XP roll performed here is at +1 if
2 in 6 chance of any Minions found trying to add a scientific Skill
here being Reptilian mercenaries (Entomology, Diplomacy, Electronics,
(roll this chance before rolling on Chemistry, Psychology).
the Minions table). Stadium/Arena. -1 on Stealth rolls.
Hospital. If unoccupied (no Town Center. No special rules.
enemies are rolled), all PCs may
heal up to full health. This may be Police Station. At the police
done only once per PC per game. station, if there is a violent
encounter, a policeman may join
Mall/Shopping Center. All your team. Count it as a Level 1
characters may pick up one non- Combat Specialist armed with a
weapon tool or item, including fire pistol and a hand weapon or with
axes and kitchen knives that also a shotgun (your choice). There’s a
count as slashing hand weapons. 2 in 6 chance this will not happen if
your team includes any Criminals.
Area Types - Gray Areas Library. When the PCs visit a
Roll with no modifier on the library, they can perform a
encounters and events table when Research roll to find 1, 2 or 3 Clues
entering Gray areas. AS LONG AS at least one character
in the team has already 1 Clue. The
difficulty is L5 for 1 Clue, L7 for 2
Hardware Store/Gun Shop. All
Clues, and L10 for 3 Clues. Choose
characters may get 1 pistol or
a character as the main researcher.
shotgun each.
Add +1 if he is a Medic or +L if he is
Church. All characters may remove a Scientist. On a 1, roll on the
1 Insanity point. Psionic aliens are patrolling enemies table or play the
attracted by the positive emotions Librarian Subplot. On a failure,

66
Four Against Mars

nothing happens. On a success, saucer (roll on the Robots or Saucer


gain the number of Clues you rolled table, your choice). Scientists
for. visiting a steel factory automatically
find tools and materials needed to
Area Types - Black Areas repair or modify robots or flying
saucers or, if you prefer, d6
Roll at +1 on the encounters and
electronic components.
events table when entering Black
areas. High-Rise Buildings. In these
areas, character gain +1 to Stealth
and Defense rolls against giant
River/Bridge. Any Minions monsters and giant robots.
encountered in this area will
benefit from the terrain. Their L
increases by 1.
Random Layouts
Science Labs. Science rolls
performed here are at +2. If you prefer, after playing in a fixed
However, roll once at +1 on the layout town, you may move the
encounter table if you choose to action in another town. Draw 20
enter the labs. boxes and number them 1 to 20,
arranging them in 3 rows of 8 white
Monument/Statue/Landmark. boxes, 7 gray boxes, and 5 black
Stealth rolls are at -1 here. boxes. Each box is connected with
Characters get a +1 bonus to any the next box (so you can go from 1
roll to resist fear and terror effects to 2, from 2 to 3 and so on). Now
in this area. roll d6 for each box. On a 1 or 2,
Steel Factory. There is a chance of add that many connectors to the
a heavy Martian presence here. Roll box leading to another box of a
d6. On a 1-2, there are no Martians different color (from a white box to
and you must roll on the events a gray box, or from a gray box to a
table at +1 as normal. On a 3-4, the black or white box). On a 3+, add
area has a number of Martian no connectors. Once you have
troopers equal to HCL+2. On a 5-6, connected the boxes, roll d20 for
in addition to the troopers there is each box on the following table to
also a (roll d6): 1-2 Martian leader, determine what each box
3-4 Martian psionic, 5-6 Martian represents. Apply your common
Scientist with a random robot or sense: if you roll three hospitals or

67
Four Against Mars

five churches, reroll the repeated


results.
Random Area Type Table (d20)
You may also generate a semi 1 Warehouse
random layout. Roll d10+10 to
2 Cottage
place on the map the police station,
the stadium, the hospital and the Diner or Fast Food
3
library. All these locations are Restaurant
unique, so there will be just one 4 Farm
hospital, one police station, etc.
Select randomly the content of all 5 Mall or Shopping Center
other areas, rerolling any duplicate
6 Park
result.
7 Hospital
8 Hardware Store
9 Houses
10 Church
11 School
12 Stadium

Town Center/ Business


13
Area

14 Police Station
15 Library
16 River
17 Labs

18 Monument or Landmark

19 Steel Factory
20 High Rise buildings

68
Four Against Mars

Patrolling Enemies in your Safe


Missions House area.
Roll on the Mission table below to
determine what your heroes must Patrolling Enemies Table (d6)
accomplish. 1 Roll on the Vermin table.
2-3 Roll on the Minions table.
Mission Table (d8) Roll on the Weird Menace
1 Rescue 4
table.
2 Sabotage 5 Roll on the Boss table.
3 Search and Destroy Roll on the Robots or the
4 Scientific Expedition 6 Flying Saucer table, your
5 Medical Supplies choice.
6 Day of the Plantoids When you have played all the
The Menace of the missions at least once, you may
7
Replicating Blob play the final mission (Plan Nine).
8 Reptilian Gladiators
Rescue
Do not play the same mission twice
An NPC is held prisoner in an alien
in a row. Reroll if you get the same
prison in a random hidden location.
mission that you have played in
You must spend 3 Clues to discover
your last session. Unless the
the location. Roll d12+8 for the
description of the mission tells
location once you have discover it
otherwise, roll d6 on the town
and then defeat the enemies found
diagram to determine which area
there. There is always 1 boss and 1
is the team’s Safe House. Roll on
Weird Menace (both with +2 Life)
the encounter table with a -1 in
guarding the prisoner, plus a
White areas (areas 1 to 8), without
number of Minions of the same
any modifier in Gray areas (areas 9
race as the boss equal to the team’s
to 15) and at +1 in Black areas (16
HCL+1. The prisoner is a Level 1
to 20). Roll every time you visit a
Civilian and must be escorted to
new area. When you visit an
the Safe House to gain 2 XP roll.
already visited area, roll a 1 in 6
Note that this mission may also be
chance of a random encounter with
triggered by the abduction of a PC.
Patrolling Enemies. Do not roll for
In that case, there is no Civilian
prisoner, only the PC, and you may

69
Four Against Mars

automatically play the Rescue They must be actually killed. Upon


Mission instead of rolling on the returning in their Safe House, the
Mission table. team gains 1 XP roll.
Sabotage Scientific Expedition
Roll 3d6+2 to determine the The team must find at least 3
location of an alien installation that different weird menaces and
must be destroyed. The team must defeat them. You may at any point
start from their Safe House, visit spend 2 Clues to meet a Weird
the hardware store, and then Menace instead of rolling for an
perform an HCL (minimum 4) encounter when you enter a new
sabotage roll at the area of the area. Upon returning to the Safe
alien installation. Upon returning House, make a Science roll against
to their Safe House, the team gains the destroyed creatures’ L to gain
2 XP rolls. The installation will be d6 chemical components per
guarded by (roll d6): 1-2) 1 random creature.
boss with 1 random group of Medical Supplies
Minions of the same race, 3-4) a
random Weird Menace, 5-6) a The team must reach the hospital,
random robot. You may decide to defeat any encounters there (if the
send in one or two characters to hospital is empty, roll a 4 in 6
perform the sabotage. They will chance of Patrolling Enemies) and
have to use Stealth to get past the then carry medical supplies to the
enemies guarding the place. If the Science labs and then to the
saboteurs fail their Stealth rolls, the Condos. If the mission is successful,
enemies will attack them and they upon reaching the Safe House you
will have to fight alone for 3 turns gain 2 XP rolls. If the mission fails,
before the other characters can an epidemic will spread through
join the fray. town and all characters will have to
test versus an HCL+1 disease
Search and Destroy (survivalists roll at +1/2 L, and
The team must start from a Safe everybody rolls at +1 if there is at
House, destroy at least 3 bosses or least one Medic in the team).
weird menaces, and return to the Characters failing the Save will be
Safe House. Creatures that run at -1 on all Attack rolls until they
away due to a Flee reaction or visit the hospital and receive
failed Morale rolls do not count. treatment, during the next mission.

70
Four Against Mars

Day of the Plantoids always be replenished to full, and


A large colony of plantoids have all damage inflicted on the boss
invaded the river area. The team plantoid will be healed.
must reach the Science labs, grab The Menace of the Replicating
some chemical components there, Blob
perform L6 Science rolls to create Roll d6+3 to determine an area that
a defoliant (+3 to Attack rolls vs. has been attacked by a blob. If this
plantoids, has no effect against is your Safe House, reroll until you
other creatures) and then reach the select a different area. You must
river area. In the last 3 areas before reach the area and destroy the
reaching the river, there is a 2 in 6 creature to gain 1 XP roll. However,
chance of encountering a group of when you destroy the blob, there
plantoids (as per the Minions table). is a 4 in 6 chance that it will reform
Roll this chance instead of the as TWO separate blobs (with -1 L
normal encounter roll. The colony and half Life points, rounded down)
infesting the river area includes 15 in the two closest areas. For
plantoids and 1 boss plantoid with example, if the first blob formed in
L and Life points equal to HCL. area 6, the two smaller blobs will
Upon cleaning the area, the team form in areas 5 and 7. If one of
gains 1 XP roll, plus 1 for killing the these areas happens to be your
boss plantoid. Safe House, your Safe House is
If this mission fails and the team is destroyed and you must create a
forced to flee, beginning from the new one. To create a new Safe
next adventure every area traveled House, you must find an empty
will have a 1 in 8 chance of an location, spend 6 Clues there, and
encounter with 2d6 plantoids, then spend 3 chemical and 6
rolled BEFORE performing the electronic components. Until you
normal encounter roll for the area have all the necessary elements,
First resolve the encounter with you are not allowed to use a Safe
plantoids, if any, then roll normally House to rest and recover wounds.
for encounter and events in that If two new blobs are created, you
area. The plantoid invasion will end must immediately play another
when the team will have destroyed mission where you will gain
at least 50 plantoids. The number another XP roll by defeating BOTH
of plantoids in the river area will blobs. Unfortunately, each of the

71
Four Against Mars

new two blobs will have a 2 in 6 with melee weapons equal to


chance of splitting again (with an HCL+4. As the group of rescuers
additional -1 to their L and only half fight against the Reptilians, the
Life points). The process will enslaved PC will fight
continue until you play a mission in simultaneously against a Reptilian
which you destroy all blobs and gladiator (HCL Boss, 5 Life).
they do not split into two more Alternate fighting one turn of
blobs or the “split” blobs become combat between the team and the
Level 0. At that point, they just Reptilians, and one turn between
wither and die. You gain 1 XP roll the enslaved PC and the Reptilian
for each couple of blobs defeated. gladiator. The enslaved PC may not
You may not play other missions be freed until the Reptilian
until the blobs are dealt with. gladiator is killed. Both the
Reptilian Gladiators gladiator and the Reptilian troops
will fight to the death. Upon
The Reptilians have abducted one returning to their Safe House, the
of your characters. Roll d6 to team receives up to 2 XP (1 for
determine who has been abducted: defeating the Reptilian gladiator
1,2) the PC with the most Life and 1 for rescuing their friend).
points; 3-4) the PC with the best
attack bonus, considering the best Plan Nine
melee weapon that the PC could This is the final mission in the
use); 5,6) a random PC. Roll d8 +4 campaign. You cannot roll this
to determine in which area the PC mission on the mission table. You
is kept. The PC is being trained to may choose to play this mission
fight in a death sport, as Reptilians only when you have played at least
like to watch humans kill each other once all the other missions. It is
in gladiatorial contests. At the end suggested that you play this
of a gladiator’s career, the human mission when all of your characters
gladiator will have to face a have achieved L10 or higher, but
professional Reptilian gladiator in this is not a requirement. If you feel
a duel to the death. lucky, you may try it before that.
The other PCs must go to that During Plan Nine, the Safe House is
location and free the PC. The attacked by a random Weird
opposition there will include a Menace. Its L is increased by 2. You
number of L4 Reptilians armed must decide whether you want to

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Four Against Mars

fight or run. If you choose to run, except a rifle or a hand weapon.


the Weird Menace will attack you You may give the new recruits any
once, but it will not chase you. If spare equipment you want, if you
you run, the Safe House is have it. If the character fails the
destroyed and you may not go back Charisma roll, there will be no-one
there to replenish your Life points to help the character.
until you create a new Safe House. Once a PC has defeated the Weird
To create a new Safe House, you Menace, the PC can move as
must find an empty location and normal to join the other PCs in
spend 6 Clues, 3 chemical and 6 another area.
electronic components. However,
every time you enter in this Safe Once the 3 menaces have been
House, you must roll a 1 in 6 chance dealt with, the scenario ends with
of it being compromised. If it is the party gaining 4 XP rolls.
compromised, you will have to
move away and create a new
Safe House if possible,
spending the same resources
described above.
While the Safe House is
attacked, 2 additional weird
menaces attack 2 random
areas. If multiple menaces
appear in the same area, reroll
until they all appear in different
areas.
You must split the team. In
every location, you can choose
one of your PCs to make a L5
Charisma roll (at +2 if you have
Leadership). On a success, the
PC will find d3 L1 Survivors or
Combat Experts (your choice)
with no Skills beyond their basic
abilities and no equipment

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Four Against Mars

Encounter Table (2d6)


Unsupervised Alien Tech found. You find some working piece of
2 technology that has been abandoned or dropped by aliens. Roll
on the Random Alien Tech table.
Tech protected by a trap. Roll on the Traps table and on the
3 Random Alien Tech table after deciding if you want one of your
characters (choose one) to risk it.
Roll on the Special Events table. You may search the area after
4
resolving the special event.
No encounter. Roll on the Special Feature table. You may search
5
the area after resolving the Special Feature.
6 Roll on the Vermin table.
7 Roll on the Minions table
Roll on the Minions table, but double the number of Minions
8
encountered if you are in a Gray or Black area.
9 No encounter. You may Search the area.
Roll d6. On a 1-2, roll on the Robots table. On a 3-6, roll on the
10
Weird Menace table.
11 Roll on the Boss table.
Secret Alien Base found! Roll d6 for its origin: 1-2 Martian, 3
Reptilian, 4 Venusian, 5-6 Zeta-Reticulan. The base will be
protected by a number of bosses equal to your HCL. If there is
more than one boss, they will belong to as many different types as
possible. For example, a Martian base with 2 bosses will have 1
Martian overlord and 1 Martian mind master. Each boss will have
d6 Minions. Use the boss description for Morale and Reaction
12 rules. You may perform Stealth rolls at +2, irrespective of the area
where the base is located, if you plan to skulk away. Use the
normal Stealth modifier for that area if you are trying to gain
surprise. Roll against the highest level boss. There is also a 1 in 6
chance for each boss present that the base includes 1 flying
saucer. Raiding the base will give you 1 Clue and d6 electronic or
chemical components per every boss present, plus all the tech
used by the aliens.
Roll on this table every time you move into a new, unexplored area.
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Four Against Mars

Special Feature table (d6)


Rest, Food and Drink: All characters are offered food and drink.
1
Wounded characters heal 1 Life each.
Motivational talk. You meet a survivor that tells you a moving
story about local freedom fighters. A character of your choice
gains a +1 on Attack against Martians, Reptilians, Grays or
2 Venusians (choose one alien race). The bonus lasts until the end
of the next encounter with that alien race. If you do not meet
that alien type during this mission, the bonus carries over into
your next missions until you meet one.
Armory: You meet a group of friendly survivors with a handy
stash of weapons. You can re-equip all your characters with new
3
weapons within the limits of the weapons allowed to their class.
The survivors only have Terran weapons and d3 grenades.
Plot Twist: You may play a Subplot of your choice, as long as the
4 conditions for that Subplot apply. In a multiplayer game, players
roll off to determine who can play a Subplot.
Mysterious Alien artifact: You may leave alone or check it. If
you check it, roll d6. 1-2 gain 1 Clue, 3-4 the artifact is a robot
that attacks the team (roll on the robots table, rerolling any giant
5
robot), 5-6 find 1 piece of alien tech (roll on the random alien
tech table) or d6 electronic components, d6+1 batteries or d6
chemical components (your choice).
Scientific mystery: The area has some strange phenomena that
a Scientist may investigate. Feel free to invent what it is! A weird
buzzing sound, a radioactive rock, strange lights, an alien fungus
growing on a wall – use your imagination. The mystery’s Level is
6
HCL+1. You may leave it alone or try to solve it. For every failed
attempt, roll a 1 in 6 chance that enemies arrive (roll on the
patrolling enemies table). If the mystery is solved, the Scientist
gains 1 Clue or 1 roll on the alien tech table (choose).

Roll on this table when the Encounter table tells you to do so.
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Four Against Mars

Special Events table (d6)


A flying saucer zooms over the team. Roll on the flying saucers
table to determine what type it is and its abilities. The characters
1 should all perform Stealth rolls vs. the flying saucer’s level to
avoid being spotted. If the roll fails, the flying saucer may ignore
your team or attack: roll on its Reaction table.
Patrolling enemies attack the team. Roll d6: 1-3 roll on the
2 Vermin table, 4 roll on the Minions table, 5 roll on the Weird
Menace table, 6 roll on the boss table.
A Civilian NPC asks the team to complete a mission. If you
accept his mission, roll on the side mission table. If you refuse,
the NPC disappears, but you may encounter the NPC later if you
3
roll again this result. If one of your characters has been killed or
abducted, the NPC may join your team. Roll up two Traits and
count him/her as a 1st level Civilian.
4 Trap! Roll on the traps table.
Mental onslaught. A powerful psychic wave burns through the
team’s brains. All character must Save vs. a HCL+2 mental blast.
Espers add +L, Scientists add +1/2 L. On a success, nothing
5
happens. A character failing the Save gains 1 Insanity point. A
character rolling a 1 must immediately Save again or gain a
second Insanity point.
Alien traitor! You meet a random alien (roll d6: 1-2 Martian, 3
Gray, 4-5 Venusian, 6 Reptilian) who has sided with human
rebels. The alien offers to trade one of your firearms for an alien
6
weapon (roll on the Alien Weapons table) or d6 electronic
components. If you are not interested in the trade, the alien will
go away.

Roll on this table when the Encounter table tells you to do so.

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Four Against Mars

Alien Weapons table (d12)


Stun rifle. Two handed, hits at +1. No effect on zombies, blobs,
1
robots or vehicles. Non-lethal.
Blaster rifle with d4 batteries. Two handed, hits at +2. Uses 1
2
battery per game.
Electric rifle. Two handed, hits at +2 against robots. No effect
3
on electrical entities.
Hand flamer. One handed, hits at +1, +2 vs. zombies. A hit
4
inflicts 2 damage vs. blobs and giant spiders.
Sonic rifle. Two handed. Non-lethal vs. living creatures. Attacks
5
crystalline creatures at +3. No effect on blobs.
Disintegrator. Two handed. It inflicts 3 damage with every hit
(on targets with more than 1 Life point). If the user rolls a 1 on
the Attack roll, its battery dies, and the disintegrator
malfunctions. It takes a L6 Science roll to repair it. This may be
attempted only outside of combat. If the roll fails, the
6 disintegrator may not be repaired. A character with a
disintegrator may use it, exhausting its battery, to break free of
any restraints or burn a hole through a wall. Targets killed by a
disintegrator are atomized and may not be looted -- all the
objects they carry are vaporized. Disintegrators hit at -2 targets
protected by forcefields.
7 Grenade. Roll d6, 1-3 fragmentation, 4-5 stun, 6 electrical.
Electrical absorber. Destroys an electrical entity with a
8
successful L6 Science roll.
Electrical or Sonic pistol (choose, see Weapon Summary
9
Table in the appendix for rules)
Blaster Pistol and d3 batteries. +1 to Attack rolls, one
10
handed. Uses 1 battery per game.
Sonic pistol. One handed. Non-lethal vs. living creatures.
11
Attacks crystalline creatures at +2. No effect on blobs.
12 Choose one of the results above.

Roll on this table to determine equipment used by aliens.

77
Four Against Mars

Alien Drugs table (d8)


Frenzy Drug. 1 action to inject. Must be injected by a Medic or user will
also lose 1 Life. User gains +2 on all attacks with hand-to-hand weapons
1 and bare-handed attacks until the end of the encounter. If more than 1
dose is taken in an adventure, the user must Save versus L(6 + number
of doses taken) or lose 1 Life at the end of the encounter.
Psychic Booster. May be used only by Esper characters. The Esper’s
level counts as 2 higher until the end of the adventure for purposes of
using psionic Skills. This drug was developed for Zeta-Reticulan
2
physiology. Adapting it to humans requires a L5 Science roll and the
expenditure of 1 chemical component. On a failure, both the drug and
the chemical component are wasted.
Healing Booster. Upon injecting this drug, the user instantly heals up to
4 Life points or ignores the Drunkard trait for a whole game. If he takes
3 more than one dose in an adventure, he must roll a 1 in 6 chance of
feeling nauseous for each extra dose taken (-1 on all rolls until the end
of the adventure). Roll for each extra dose, side effects are cumulative.
Martian Bio-Repair Skin. Upon applying this dressing upon a wound,
the user will heal up to 5 damage. The Bio-Repair Skin purges the user’s
4
body from all noxious chemicals, including side effects of other drugs. It
may be used in combat, spending one action to do so.
Reflex Booster. Upon ingesting this pill, the user gains +1 on all
5 Defense rolls for the duration of an encounter. The drug has no known
side effects. Multiple doses have no additional effect.
Intelligence Booster. Upon inhaling this gas capsule, the user gains +2
to all Science rolls for the next three encounters. Multiple doses give a
cumulative +1 for each extra dose beyond the first, but the character
6
must consume 1 dose of healing booster (see 3, above) before the effect
of the intelligence booster wears off or gain a -1 on all Science rolls for
every extra dose taken until the end of the game.
Truth Serum. You may inject a dose into a Martian, Zeta-Reticulan, or
Reptilian (but not a Venusian or a Weird Menace) and perform a Science
7
roll at +2 against the creature’s L. On a success, gain 1 Clue. On a failure,
the interrogated prisoner dies.
Plant Repellant. Any human swallowing this pill gains +2 to Defense
rolls against plant life-forms. The pill is swallowed as a free action. The
8 effect lasts for the duration of an encounter. The bonus does not apply
to ranged attacks from plants, like the gas-propelled thorns shot by
plantoids.

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Four Against Mars

Vermin table (d8)


1 3d6 Martian drones, L2 robots. They count as L3 for purposes of
Stealth rolls. May be salvaged to generate 1 electronic part every
5 drones on a successful Science (electronics) Save vs. L5.
Reactions (d6): 1–3 ignore, 4–6 fight.
3d6 Venusian Centipede, L1 insects. Save vs. poison or be at -1
on Attack roll for the next 3 encounters. A Medic can treat this
2 with a L6 Save (add the Medic’s L to the roll).
Reactions (d6): 1–3 flee, 4–6 fight.
2d6 Martian Younglings, L2 Martians, Morale -1. Armed with
3 hand weapons. Reactions (d6): 1 flee, 2-3 flee if outnumbered, 4
bribe (1 weapon), 5–6 fight.
d6 Giant Ants, L4 insects. A character with Entomology Skill may
perform a L6 Science roll to gain 1 dose of acid from killed ants (1
4
dose per encounter, NOT 1 dose per ant). Reactions (d6): 1 flee,
2-4 capture one random character, 5-6 fight.
d6 Mutant Rats, L4 animals. If a character rolls a 1 on a Defense
roll, the character loses 1 item of his choice or takes 1 additional
5
wound (your choice). Reactions (d6): 1 flee, 2-3 bribe (food), 4 fight,
5-6 fight to the death.
2d6 Venusian Bats, L3 animals It is not possible to flee from this
6 encounter unless the PCs are in a flying vehicle. Lasers attack
Venusian bats at +1. Reactions (d6): 1-2 flee, 3-6 fight.
3d6 Reptilian Watchdogs, L4 animals. PCs may not perform
7
Stealth rolls against watchdogs. Reactions: always fight.
3d6 Bio-engineered Wasps. L2 insects. They cannot hurt
characters wearing alien armor. Any character stung must Save
vs. L3 venom (Survivalists add +L) or suffer a non-cumulative -1 to
Attack rolls until a Medic heals the condition (L5 to treat it, Medic
8
adds +L). A character with Entomology Skill may collect d6
chemical elements from this encounter by performing a L6
Science roll. Reactions: always fight, but the encounter may be
ignored in an area with a body of water.

Vermin are minor enemies with 1 Life each, inflicting 1 damage.


Defeating them gives no XP roll, so you do not have to keep track of
Vermin encounters.
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Four Against Mars

Minions table (d8)


HCL+2 Zombies. L3 undead created by Zeta-Reticulan experiments on
human corpses. Zombies never test Morale and are unaffected by
1
stunners, gases, poison and other non-lethal weapons. No loot, no
weapons. Reactions: Always fight to the death.
d6+3 Martian Troopers. L3, Morale +1. Armed with blaster pistols.
2
Reactions (d6): 1-2 bribe (1 weapon each), 4 capture females, 5–6 fight.
d6+3 Martian Scouts. L3. 2 in 6 chance of surprise. Armed with combat
3 knives and blaster pistols. Reactions (d6): 1 peaceful, 2 bribe (1 weapon
each), 3–4 capture females, 5-6 fight.
d6+1 Reptilians. L4. Roll d6 every time a Reptilian takes damage. On a
1-4, nothing happens. On a 5-6, the creature’s hard skin turns the blow
4 and the damage is ignored. This ability does not apply to laser attacks.
Armed with laser guns and long blades. Reactions (d6): 1-2 ignore, 3–5
fight, 6 fight to the death.
d6 Venusian Floating Brains. Level HCL-1, minimum 1. All characters
must resist an HCL-1 psionic scream assault (Scientists roll at +1, Espers
at +L) or gain 1 Insanity point. After this initial attack, Venusians will fight
5 with their tentacles. Each Venusian has a 1 in 6 chance of having a
useful piece of alien tech (roll on the Alien Tech table). No weapons
other than those indicated by the Alien Tech roll. Reactions (d6): 1 flee if
outnumbered, 2-4 capture males, 5–6 fight.
2d6 Grays (Zeta-Reticulans). L3. Armed with stunners and hand
6
weapons (batons). Reactions (d6): 1 flee, 2-4 capture, 5–6 fight.
2d6 Plantoids. L4. The plantoid begin by shooting a gas-propelled
projectile (L4 ranged attack) and then fights in melee slashing with its
7 tendrils. They are attacked at +3 by defoliant and flamers. They never
flee and never chase. No weapons or loot. Reactions (d6): 1-2 ignore, 3-6
fight.
d6+3 Combat Droids. L4 robots. Morale +1. Hit at +2 by electrical
weapons. Each destroyed droid may yield 1 electronic component if a
8 character passes a L6 Science roll (roll once per droid). They fight with
in-built buzz saws and pincers. No weapons or loot. Reactions (d6): 1-3
bribe (confiscate all weapons), 4-6 fight.

All Minions have 1 Life each and inflict 1 damage. Keep a tally of your
encounters with Minions. Surviving 10 encounters gives you 1 XP roll. It doesn’t
matter HOW MANY Minions you encounter. Each encounter counts as 1, and
when you total 10, you get 1 XP roll.

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Four Against Mars

Boss table (d6)


Martian Mind Master. Level HCL (minimum 5), 4 Life. All characters
must Save vs. L4 psionic attack (Espers add +L to the Save) or choose to
gain 1 Insanity or lose their next action. Every turn, the mind master will
1
perform the psionic attack AND a melee attack, preferably against
someone who was not affected by the mental blast. Reactions: 1 ignore,
2 capture female, 3-6 fight.
Martian Overlord. Level HCL+1 (minimum 3), 5 Life, 2 attacks. Armed
2 with an energy melee weapon and a bioscanner. Reactions (d6): 1 bribe
(1 alien tech), 2–4 mission, 5 fight, 6 fight to the death.
Reptilian Brute. Level HCL (minimum 5), 6 Life, normal Morale. Each hit
from a brute inflicts 2 damage. If the brute flees, it will perform 1 attack
3 at a random character with a tail slap. If hit, the character will fall down
and be unable to pursue the fleeing brute. Reactions (d6): 1 challenge ,
2–3 fight, 4 capture, 5–6 fight to the death.
Gray Scientist. Level HCL (minimum 4), 4 Life, 2 attacks. Armed with a
blaster and electrical whip (targets hit loses 1 Life and their next action).
4 2 in 6 chance of wearing a Stim Belt (-1 to Attacks with Stun weapons)
Reactions (d6): 1-2 bribe (1 alien tech or experimental weapon), 3-5 mission,
6 fight.
Venusian Brain Monster. Level HCL (minimum 6), 4 Life, 3 attacks.
Before the fight begins, roll d6 to determine its special power: 1–3 force
field (all attacks have a 2 in 6 chance of bouncing off the force field), 4-5
weakness wave (at the beginning of the fight, all PCs must Save vs. HCL
5 psionics or be at -1 on all Defense rolls until the end of the encounter),
5-6 psionic drain (any Espers must Save vs. HCL psionics or lose all
psionic Skills until the end of the encounter). When the Brain Monster
dies, it broadcasts its thoughts in a nightmarish wave; all Espers gain 1
Insanity and 1 Clue. Reactions: 1-2 mission, 3-6 fight.
Martian Attack Beast. Level HCL (minimum 6), 6 Life. On each turn of
the beast, roll d6 to determine what it does. On a 1 or 2, it emits a blast
of microwaves, inflicting 1 Life to all characters who fail a L6 Save (each
character adds ½ L, rounded down, to the roll). Each high tech weapon
6 has a 1 in 6 chance of being destroyed by the blast. On a 3 to 6, the
beast bites 1 random character instead. Reactions (d6): 1 feeding (all
characters can attack at +2 on their first attack or automatically skulk away
if desired), 2–3 bribe (all the alien tech of the team), 4–6 fight. Always
pursues and gets +2 on chase rolls.

Defeating a boss gives 1 XP roll.


81
Four Against Mars

Weird Menace table (d6)


Killer Android. Level HCL (minimum 5) robot, 6 Life, 2 attacks. Armed with a
heavy weapon (2 damage) and 2 grenades, its first attack is always to lob a
1 fragmentation grenade (all characters must defend vs. L4 attack or take 1 damage
and lose their next action). Electrical weapons hit it at +2. Reactions: always fight to
the death.
Blob. Level HCL +2 (minimum 4), 12 Life, 4 attacks, unaffected by sonic and stun
weapons. Every time the blob kills a character, it gains 2 Life. If a Defense rolls
against the blob is a natural 1, the character is engulfed and may not escape until
the blob is killed. Once a character is engulfed, only melee weapons may be used
2 to fight the blob. The engulfed character continues to be attacked every turn and
may defend normally (he is not automatically damaged) but if ALL characters are
engulfed and do not manage to kill the blob with their next turn, they all die. The
blob is slow: all characters gain the Quick Footed Skill against it. The blob always
chases fleeing characters. Reaction: Always fight to the death.
Bio-Engineered Large Cat. L5, 6 Life, 1 attack, 2 damage. 4 in 6 chance of
surprise. It gets a +2 to chase rolls. If it flees into a park or woods, it may not be
3 chased. A Scientist with Chemistry Skill may analyze its body to gain 1 Clue with a
L6 Science roll (only one attempt possible). Reactions (d6): 1-2 bribe (4 chemical
components), 3–6 fight.
Electrical Entity. Level HCL-1, minimum 4, 5 Life, 2 attacks. May be damaged only
by lasers, blasters, disintegrators and melee weapons. Electrical and sonic
weapons do no damage to the electrical entity. A PC hitting the creature with a
melee weapon must save vs. HCL shock, either taking 1 damage or dropping the
4
weapon (player’s choice) on a failure. Espers with Electrokinesis are immune to
this effect, and Survivalists save at +1. A Scientist may use an electrical absorber to
destroy the creature with a successful Science roll against its L. Reactions (d6): 1-2
ignore, 3-6 fight.
Giant Atomic Spider. Level HCL (minimum 5), 5 Life, 3 attacks (1 bite, 1 leg crush,
1 web spray). Characters wounded by the bite must save vs. L3 poison
(Survivalists roll at +L) or lose 1 additional Life. The web attack does not inflict any
5
damage, but characters hit are glued on the spot and unable to escape from the
encounter. Characters in alien armor are immune to the web. Always chases
fleeing characters. Reactions: always fight.
Abducto-Ray. A beam shoots down from a flying saucer, targeting a random PC.
The character must successfully defend vs. an HCL attack or be transported on the
UFO. The other PCs may jump in the beam and join the abducted PC, or run away.
6 If the whole team ends up in the UFO, play the Abducted Subplot. If they don’t, the
abducted PC is found d6 areas later. Roll on the Alien Experiments table to
determine what happened to the PC. If the PC successfully defends against the
Abducto-Ray, the UFO zooms away. This encounter gives no XP.

Defeating a Weird Menace gives 2 XP rolls. A Scientist using an experimental weapon


against a Menace adds +L to the Attack roll.

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Four Against Mars

Robots table (d6)


Killer Android. L5, 6 Life, 2 attacks. Armed with a random alien weapon, its first
attack is always to lob a fragmentation grenade against the team (all characters
1
must defend vs. a L4 attack or take 1 damage and lose their next action due to
the concussion). Reactions: always fight to the death.

Battle Robot. Level HCL+1, Life= HCL (minimum 4), 1 attack, 2 damage. Each
2 blow on the robot (except attacks with electrical weapons) has a 2 in 6 chance of
bouncing off. Morale +1. Reactions: 1-2 ignore, 3-6 fight.

Giant Destroyer. Level HCL+4, Life= HCL (minimum 4), 4 attacks, 2 damage. Each
3 blow on it has a 4 in 6 chance of bouncing off. Morale: never flees. The giant
destroyer never pursues fleeing characters. Reactions: 1-3 ignore, 4-6 fight.

Octo-Droid. Level HCL, 12 Life , 8 attacks. Each weapon held in hands by


characters has a 1 in 6 chance of being disarmed every turn (roll BEFORE the
character attacks). Normal Morale. 2 in 6 chance of surprise. All blows on Octo-
4 Droid have a 2 in 6 chance of being deflected. If an attack goes multiple times
over the Octo-Droid’s L, it severs one of its 8 tentacles, removing 1 of the
creature’s attacks, in addition to inflicting 1 additional wound. Reactions: 1 ignore,
2-6 fights.

Giant Mechanical Centipede. Level HCL+3, Life HCL+3, 2 attacks, 1 in 6 chance


of surprise. All Stealth rolls vs. a centipede are at -1. Before combat, it sprays gas
at the team as a free action. All characters not wearing a respirator or a space
5 suit must save vs. L6 poison (survivalists add +L) or lose 2 Life and be at -1 on
attacks for the duration of the fight. At the end of the encounter, the modifier
disappears but not the damage. Sonic weapons hit centipedes at +2. Reactions:
1-3 ignore, 4-6 fight.

Atomic Robot. Level HCL+5, Life = HCL+4, 2 attacks, 3 damage per attack. All
attacks on it have a 4 in 6 chance of being deflected by its armor. Any blow that
goes twice over the robot’s L dents its armor. When this happens, reduce the
6 chance of the armor deflecting attacks by 1. This is cumulative, so multiple results
like that may lower the chance of deflection to zero. When the atomic robot is
destroyed, it explodes, and all characters must defend against an HCL attack or
lose 2 Life. Reactions: 1-3 ignore, 4-6 fight.

Robots are unaffected by poison and gases, and are attacked at +2 by electrical
weapons. A Scientist using an experimental weapon against a robot adds +L to the
Attack roll. Defeating a robot gives 2 XP rolls to the team.

83
Four Against Mars

Side Mission table (d6)


It must be destroyed! The creature asks you to kill a boss
enemy. Roll on the boss table to determine who. The next time
1 you meet a boss, instead of rolling it up, you may choose to meet
that boss. Killing the boss and bringing its body to the creature’s
area completes the mission.
I need electronic components! To complete the mission, you
must bring a number of electronic components equal to HCL to
2
this area. If you already have that amount available, the amount
required is doubled.

I want him alive! As 1, above, but you must subdue the boss, tie
3
him up, and take him to the area to complete the mission.

Bring me that! You must locate some object and return it to this
area. Roll on the Alien Tech table to determine what the object is.
If you already possesses that object, roll again until a different
4 object is selected. Every time you kill a major foe, there’s a 1 in 6
chance that you will find that object. While bringing the object, all
foes with a Capture Reaction on their Reaction table will try to
capture the character carrying the item.

Avoid unnecessary conflict! To complete the mission, you must


complete at least three encounters in the adventure in a non
5 violent way. This includes Reactions such as bribing, getting help
from enemies, performing another mission (not this one!),
running away from an encounter, or taking an enemy alive.
Scientific Support. The creature needs scientific back-up for a
project and needs help understanding human technology or
scientific theory. You must visit the school and library to pick up
6
books and information there, return to the current area, and
perform a Science roll vs. HCL-1 (minimum 3). Only one try is
allowed.

When you complete a side mission, pick one of the following rewards:
1) gain 1 XP roll, 2) play a Subplot, or 3) roll on the Rewards table.

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Four Against Mars

Rewards table (d6)


The Formula. You receive a secret formula or blueprint that will
1 give a +4 to a single roll to design an experimental weapon or to
perform any other Science roll.
Super Weapon. You receive a L6 experimental weapon. It allows
2 any Scientist to add +L (up to +6) when used to attack robots,
spaceships or weird menaces.
Experiment BX, Super-soldier Formula. You receive a formula
that can be duplicated spending 10 chemical components and
passing a L8 Science roll. The imbiber of the formula adds +1/2 L
3 to his Attack rolls for his next 3 combat encounters. It takes 1
turn to imbibe the formula. The Scientist producing the formula
receives 1 XP roll when the formula works for the first time in a
campaign.
Grenades. You receive d6 random grenades. Decide before
4 rolling if all the grenades are of the same type (roll just once to
determine their type), or roll randomly for each.
Zeta-Reticulan Microscope. Halve the cost in chemical
5 components of anything created with the help of this device
(round up).
Rejuvenation Chamber. You discover an experimental, Zeta-
Reticulan medical chamber in a random location (not in the
characters’ Safe House - reroll if necessary). It is damaged. It can
be repaired with a successful L7 Science roll and the expenditure
of 10 electronic and 5 chemical components. Once repaired, a
6 dead character may be brought to the chamber to be revived.
The character loses 1 L but is otherwise returned to play (1st level
characters do not lose 1L). Each character may be rejuvenated
only once per campaign. The loss of a Level does not cause loss
of Life points or Skills. Characters killed by a disintegrator or a
blob may not be revived.
Each reward can be found only once per campaign, with the exception
of grenades that can be found multiple times. Mark the reward when
it is rolled. If it is rolled again, reroll until a different reward is selected.

85
Four Against Mars

Alien Experiments table (d6)


Trauma. The PC returns with a random Trait and 1 Insanity point. If that
1 pushes the character over his Insanity limit, the character becomes an
NPC.
Infected. The PC has been infected with a wasting disease. A Medic
must perform a Science roll against HCL and burn HCL/2 (round down)
chemical components to devise a treatment or the PC will
2 PERMANENTLY lose 1 Life at the end of every game. This process
continues until he dies or the treatment is successful. The treatment
may be attempted only once per game, before the end of the game,
before the PC loses his Life point.
Dead. The PC dies a few minutes after meeting the team. However,
3 before he dies, he manages to reveal something he has seen -- gain 1
Clue with any one character.
Bio-weapon. The PC had 1 random Alien Tech installed in his body and
managed to run away. One of his arms has become a weapon and may
not be used to hold a different weapon or tool. Now the PC can
4
permanently use that weapon but effectively looks like a monstrous
cyborg and receives a permanent -2 on all Charisma rolls with humans.
The PC automatically has a familiarity with the weapon.
Mind-Forge. The PC gains 1 Insanity and 1 random Psionic Skill. The
Insanity may be healed as normal. At the end of every adventure, he
5 has a 2 in 6 chance of losing the Psionic Skill. Once lost, the ability is
gone forever (if the PC is an Esper, he may learn that Skill again with a
successful XP roll).
Traitor of the human race. The PC returns to play as normal. You may
not dismiss him. Roll d6 to determine who experimented on him: 1-2
Martians, 3 Venusians, 4-5 Zeta-Reticulans, 6 Reptilians. During the next
encounter with any members of that alien race , the mental
6 conditioning will kick in and the PC will betray the team, joining the
opposition as a boss (use the PC’s L+3 and Life points). If the character is
knocked unconscious or otherwise caught alive, you may attempt a
single Science roll vs. the PC’s L. A success breaks the PC’s conditioning
and returns him to normality. If the Science roll fails, the PC dies.

Abducted PCs will be found d6 areas later, or at the end of the adventure,
whatever comes first. Roll for each PC separately on this table to determine
their fate.

86
Four Against Mars

Random Alien Tech table (d20)


1 Alien Armor.
2 d3 Respirators or d3 communicator (choose).
3 d6 electronic components.
4 d6 chemical components.
5 d6 +3 batteries.
6 Body Stim Belt or Bioscanner (choose).
Blaster Rifle or d3+1 drugs (choose, then roll on the random alien
7
drugs table).
8 Blaster rifle or pistol (choose).
9 Wrist-mounted force shield generator.
10 1 fragmentation grenade.
11 d3 stun grenades.
12 1 electric grenade.
1 power tool (may be used as a slashing hand weapon, +2 vs.
13
robots), +1 to all Science rolls to repair robots and spacecraft.
Watchdog drone. You may use it at any time to ignore 1 Patrolling
14
Enemy encounter.
Explosive (may be thrown in combat like a fragmentation grenade or
15
used to give +3 to any Sabotage roll).
Half-finished L6 experimental weapon. It requires a L6 Science roll
16
and d3 electronic components to be finished.
Martian Infocube. Requires a L5 Science roll to decipher. On a
failure, the cube is destroyed and can be salvaged as 1 electronic
17
component. On a success, gain 1 Secret or gain +2 to a single Science
roll of your choice (a one time bonus).
Reptilian scent spray can. Each use allows the team to choose the
18
Reaction of the next encounter with Reptilians. D3 uses per can.
19 d6 +1 grenades of your choice (you can mix different types).
Zeta-Reticulan infocube. Requires a L6 Science roll to decipher. On a
failure, the infocube summons a random Patrolling Enemy. On a
20
success, gain 1 Secret and play a Subplot, or a PC Scientist gains a
permanent +1 to Science rolls to build experimental weapons.

87
Four Against Mars

Experimental Tech Name Generator


When you need a name for an experimental weapon or piece of
machinery, roll d20 for an adjective and then another d20 for a
noun. For example, a roll of 4 and a roll of 7 would create an
Accelerating Neutralizer.

Adjective (d20) Noun(d20)


1 Tachyonic 1 Disruptor
2 Positronic 2 Disintegrator
3 Electronic 3 Integrator
4 Accelerating 4 Synthetizer
5 Synthetic 5 Oscillator
6 Amplificating 6 Amplificator
7 Quantic 7 Neutralizer
8 Automatic 8 Actuator
9 Bio-Feedback 9 Projector
10 Sonic 10 Probe
11 Magnetic 11 Processor
12 Degaussing 12 Regulator
13 Conducting 13 Sequencer
14 Dimensional 14 Stimulator
15 Fluctuating 15 Tractor
16 Analyzing 16 Transmitter
17 Gravitonic 17 Transporter
18 Multitronic 18 Engine
19 Neutron 19 Extender
20 Atomic 20 Accelerator

These random names have, obviously, no bearing on play and no


scientific verisimilitude, but they are fun to use.

88
Four Against Mars

Flying Saucer table (d6)


Flying saucer, Recon: Stealth rolls against this saucer use
HCL, but with a minimum of L9. For combat purposes, treat
1 it as a boss, HCL+5 (minimum L10), 14 Life. It attacks with a
laser cannon inflicting 2 damage. It may be attacked only
with alien weapons and grenades.

Flying saucer, Combat: Stealth rolls against this saucer are


L8. For combat purposes, treat the saucer as L10, 20 Life.
Shots from the saucer’s pulse cannon inflict 3 damage. It
2
may be attacked only with alien weapons and each shot
fired at it has a 2 in 6 chance of being deflected by its
forcefields.

Flying Cigar: it will automatically ignore the team unless


attacked. For combat, treat as L12 boss, 12 Life, 8 attacks per
3
turn, each inflicting 2 damage. It may be attacked only by
alien weapons.

Flying Pyramid: Treat as L12 boss, 8 Life, 4 attacks, each


inflicting 2 damage. It may be attacked only by alien
4
weapons, but every shot has a 3 in 6 chance of being
deflected by its forcefields.

Flying Sphere. Treat as L12 boss, 6 Life, 2 attacks, each


inflicting 2 damage. It may be attacked only by alien
5
weapons. Every shot that hits a flying sphere has a 4 in 6
chance of being deflected by its forcefields.

Dimensional Chamber. Treat as HCL+6 boss (minimum


L12), 8 Life, 4 attacks, each inflicting 2 damage. It may be
6 attacked only by alien weapons. Every shot that hits a
dimensional chamber has a 4 in 6 chance of being deflected
by its forcefields.

89
Four Against Mars

90
Four Against Mars

If I wield a weapon in each


Frequently Asked hands, can I attack twice?
Questions No, you can perform multiple attacks
only if allowed by a Skill or weapon.
Can I loot the bodies of my
Holding a weapon in each hand has
friends if they are killed?
the only advantage that it is harder
Yes, unless you ran away from an to disarm you.
encounter and left your comrade
there. You may NOT loot characters
who have been abducted, as their
equipment has been carried away
with them.

Can I exchange
equipment
between two
characters?
Yes, in any situation
except during a
combat. During a
combat, two
characters wanting
to exchange
equipment must
forfeit their attacks
to do so.

What is a
Charisma roll?
It is just a name for a
specific type of roll
that applies in a social
situation, for example
when a character is
trying to persuade an
NPC to help him.

91
Four Against Mars

92
Four Against Mars

Traps table (d8)


Dart: The character targeted by this attack (random character if no
1
other information is given) must make a Defense roll or lose 1 Life.
Poison gas: All characters must save vs. L4 Poison or lose 1 Life.
2
Survivalists add +L. PCs with respirators or space suits are unaffected.
Trapdoor: A random PC must save vs. the trap’s L (consider it L4 if no
other information is given). Criminals and all PCs with Acrobatics Skill
3 roll at +1. Survivalists add +L. A PC failing the roll falls into the
trapdoor, losing 1 Life. In addition, it will take at least another PC and
a rope to help him out of the trapdoor.
Electrical shock: A random PC must save vs. L5 electricity or lose 1
4 Life. Survivalists roll at +L. A L5 Science roll will identify the electrical
source and may turn it into 1 electronic component.
Laser blast: An automated blaster performs d3 attacks, each on a
random PC. Targets must make a Defense roll vs. L4 or be hit for 2
5
damage. The blaster may be cannibalized with a L6 Science roll and
turned into d3 electronic components.
Alarm: Roll a 4 in 6 chance of an encounter with Patrolling Enemies
6
unless ALL PCs pass a L4 Stealth roll.
Lab-Created Disease: All PCs must save vs. L5 disease. Medics roll at
+1, survivalists at +L. A PC failing this roll must repeat the Save every
time he moves into a new area, losing 1 Life on every failure, until he
dies or rolls a success. A Medic may find a cure. Roll vs. L6, add +L. On
a success, the Medic may create 1 dose of treatment per every
7
chemical component invested into the roll. On a failure, all
components invested are wasted. Choose how many components are
invested before rolling. A Medic with no chemical components may
not find a cure. A character using a dose of the treatment adds +3 to
his next attempt to shake off the disease.
Explosion: All PCs must save vs. an HCL explosion. Survivalists add +L.
Combat specialists add +1. On a success, a PC is thrown to the ground
8 and each piece of equipment he carries has a 1 in 6 chance of being
destroyed. On a failure, the PC loses 2 Life and each object carried
has a 2 in 6 chance of being destroyed.

93
Four Against Mars

Search Table (d6)


1 or 2 Patrolling Enemies attack!

3 Nothing in the area.

Choose one of the following: 1)find a Clue, 2) find a


4 to 6
random piece of alien tech, or 3) play a Subplot.

Patrolling Enemies
Table (d6)

Roll on the
1
Vermin table.

Roll on the
2-3
Minions table.

Roll on the
4 Weird Menace
table.

Roll on the
5
Boss table.

Roll on the
Robots or
6 Flying Saucer
table, your
choice.

94
Four Against Mars

Combat Initiative Diagram


Do Enemies Surprise You?
YES NO

PCs MAY roll Stealth. Each PC rolls


Enemies act first. individually.
Roll for their
Reaction to
determine what
they do.

PCs failing the Stealth Save PCs passing the Stealth MAY do
MUST do one of the following: one of the following:

1) Attack the enemy; 1) Attack the enemy with an


ambush bonus (+1 for all
2) Wait for enemy Reaction if
PCs, +L for criminals);
no other characters have
performed hostile actions; 2) Wait for enemy Reaction if
no other characters have
3) Run away; move all PCs
performed hostile actions;
who run away to a
neighboring area, rolling 3) Skulk away; PCs who skulk
for encounters at +1. away remain in the same
Enemies may chase them. area but are hidden. They
may rejoin the combat later
(they lose 1 turn doing so) or
rejoin the rest of the team at
the end of the battle.

95
Four Against Mars
Weapon Summary table
Light weapon (stick, knife, short sword, thrown weapons). -1 to Attack
rolls.
Hand weapon (sword, baseball bat, hammer, axe): no modifier, one
handed.
Two-Handed weapon (katana, sledgehammer, large axe, two-handed
sword, halberd): +1 to Attack rolls, two handed.
Bow: If user has an Ambush bonus, may use the Ambush bonus for 2
Attack rolls instead of 1.
Thrown knife: -1 to Attack roll (light weapon), but +2 if used to attack a
foe that is running away.
Pistol: +1 to Attack rolls, one handed.
Laser Pistol/blaster: +1 to Attack rolls, one handed. Uses 1 battery per
game.
Shotgun: +1 to Attack rolls, 2 handed, +2 vs. Vermin.
Submachine gun, assault rifle: two handed, +1 to Attack rolls, or 2
attack per turn with no bonus if you have the Rapid Fire Skill.
Stun rifle: Two handed, +1 to Attack rolls. No effect on zombies, blobs,
robots or vehicles. Non-lethal.
Electric pistol: One handed, hits at +2 against robots. No effect on
electrical entities.
Electric rifle: Two handed, hits at +1, hits at +2 against robots. No
effect on electrical entities.

Blaster rifle: Two handed, +2 to Attack rolls; you may perform 2


attacks per turn at +1 if you have the Rapid Fire Skill. Uses 1 battery per
encounter.

Hand flamer: One handed, hits at +1, +2 vs. zombies. Damage 2 vs.
blobs and giant spiders.
Fragmentation grenade: One use, one action to ready it, one action
to throw it. Perform 3 attacks at +1. Do not add the user’s L to the
Attack rolls. If you have the Grenade Chucker Skill, you inflict a
minimum of 2 damage.

96
Four Against Mars

Weapon Summary table, continued from previous page


Stun grenade: as fragmentation grenade, above, but damage is not
lethal. No effect against robots and vehicles.
Electric grenade: as fragmentation grenade, above, +3 vs robots.
Power tool: counts as a hand weapon, +2 vs. robots and zombies.
Sonic pistol: One handed. Non-lethal vs. living creatures. Attacks
crystalline creatures at +2.
Sonic rifle: two handed. Non-lethal vs. living creatures. Attacks
crystalline creatures at +3.
Explosive charge: may be thrown like a fragmentation grenade or
used to give +3 to any Sabotage roll.

Disintegrator: Two handed. 3 damage per hit on targets with more


than 1 Life, 1 Damage on targets with 1 Life. If you roll a 1 on the Attack
roll, it malfunctions. It takes a L6 Science roll to repair it. If the roll fails,
the disintegrator may not be repaired. A character with a disintegrator
may use it, exhausting its battery, to break free of any restraints or
burn a hole through a wall. Targets killed by a disintegrator are
atomized, and may not be looted -- all the objects they carry are
vaporized. Disintegrators hit at -2 targets protected by forcefields.

Electrical absorber. Destroys an electrical entity with a successful L6


Science roll. One attempt per turn is possible. This weapon may be
used by any character and has no effect on targets other than electrical
entities.

Electrical whip: targets hit lose 1 Life and their next action. No more
than 1 action is lost per turn, so the effects of multiple hits from
electrical whips are not cumulative. On an Attack roll of 1, the whip
runs out of energy. Use 1 action and 1 battery to recharge it. +1 to
Attack rolls against robots (but they do not lose actions when hit).

Attacks by weapons described as non-lethal knock out targets without


killing them. Targets can then be revived and bound. Artificial creatures,
robots, vehicles and blobs are unaffected by non-lethal attacks.

97
Town Map
Connectors show where you can move.
This does not represent actual roads
and distances but the team skillfully
moving to avoid heavily patrolled zones.
1) Warehouse

9) Condos

2) Cottages 16) River

10) Church

3) Diner/ 17) Labs


Restaurant
11) Schools

4) Farm 18) Monument

12) Stadium

5) Mall 19) Steel


Factory
13) Town
Center

6) Park 20) Train


Station
14) Police
Station
Roll d6 to determine where
7) Hardware the team’s Safe House is. This
Store remains the same throughout
15) Library the campaign unless some
specific event causes the
team to abandon it.
8) Hospital
Roll for encounters at -1 in white boxes, no
modifier in gray, +1 in black boxes.
Four Against Mars - Play Sheet
Name: Level: Class: Insanity:
Clues: Life: Science Roll:
Attack Roll: Defense Roll: Stealth Roll:
Class Abilities:
Character Trait: Ready weapon:
Milestone:
Equipment:
Weapon Familiarities: Skills:

Name: Level: Class: Insanity:


Clues: Life: Science Roll:
Attack Roll: Defense Roll: Stealth Roll:
Class Abilities:
Character Trait: Ready weapon:
Milestone:
Equipment:
Weapon Familiarities: Skills:

Name: Level: Class: Insanity:


Clues: Life: Science Roll:
Attack Roll: Defense Roll: Stealth Roll:
Class Abilities:
Character Trait: Ready Weapon:
Milestone:
Equipment:
Weapon Familiarities: Skills:

Name: Level: Class: Insanity:


Clues: Life: Science Roll:
Attack Roll: Defense Roll: Stealth Roll:
Class Abilities:
Character Trait: Ready Weapon:
Milestone:
Equipment:
Weapon Familiarities: Skills:

Permission granted to reproduce this form for personal use


Enemies Defeated

� NOTES

� MINIONS - 1 XP ROLL EVERY 10 ENCOUNTERS (NOT EVERY 10 MINIONS)

� BOSS ENEMIES - 1 XP ROLL EACH

� WEIRD MENACES AND ATOMIC MONSTERS - 2 XP ROLLS EACH

Permission granted to reproduce this form for personal use


Four Against Mars
Quick Reference Sheet
Combat Specialist: Familiarity with any weapon. Adds +L to Attack rolls.
Survivalist: Adds +L to Attack rolls with melee weapons only and saves vs. disease, poison and dangers
from the Traps table.
Criminal: +L to Defense and Stealth rolls. +L to Attack rolls if ambushing enemy.
Medic: heals 1 Life to all characters at the end of any encounter or event in which any character was
hurt. Adds +L when rolling to cure disease.
Scientist: adds +L to Science rolls. May build experimental weapons that add +L vs. weird menaces
(only when used by Scientists).
Civilian: begins with 3 Skills and 2 random Traits.
Esper: begins with 1 Psionic Skill, may learn additional ones with XP rolls. Adds +L to psionic rolls.

Level Die Rolled Explodes on XP roll


0 d4 no explosion NA
1-5 d6 6 no modifier
6-9 d8 7+ +1
10-13 d10 8+ +2
14+ d12 9+ +3
Attacking Minor Foes: (roll character’s die + modifiers) / enemy L= number of minor foes slain. 1 is
always a miss. An explosion is always a hit.
Common attack modifiers: -1 if using unfamiliar weapon, -2 if unarmed.
Attacking Major Foe: Roll character’s die + modifiers= inflict 1 wound if result is equal or better than
foe’s level. 1 is always a miss. Explosion is always a hit. When a major enemy loses more than half of
its Life points, its L drops by one, and it must make a Morale roll.
Defense procedure: Roll character’s die, +1 for light armor, +2 for alien armor, +1 with Dodge Skill.
Criminals add +L. If result is better than enemy’s L, take no damage. A roll of 1 is always a failure, an
explosion is always a success. On a failure, take damage and effects as per the enemy’s description.
Reactions: PCs may attack first (unless enemy surprises you) OR wait to see what the enemies will
do (roll on the enemy’s Reaction table in this case).
Encounter procedure: 1) check if foes surprise you; 2) decide if PCs attempt Stealth roll; 3) stealthy
PCs may skulk away from encounter or ambush (+1 on first attack, +L if Criminal); 4) decide if PCs
attack first or wait for reactions; 5) roll reactions if needed; 6) roll Morale for foes if needed.
Morale procedure: When minor foes lose more than half their number or a foe with multiple Life
points loses more than half its Life, roll d6: 1-3 flee, 4-6 fight. Roll at -1 if one or more PCs have the
Terror Tactics Skill. PCs fleeing: no roll needed, you decide if and when PCs flee.
Charisma roll: Choose one PC to roll vs. the difficulty Level stated. +1 if PC has Charisma or Performer
(all bonuses are cumulative). Charisma rolls may be attempted only when allowed by the encounter
or event description. On a success, gain favorable Reaction as described in the encounter.
Insanity: A PC with more Insanity points than L may not Explode dice.
Death: A PC with Life=0 or lower dies.

101
is an atomic-age, science-fiction, pen-and-paper
game. Using the popular system, you will play
solo or coop missions against alien invaders in a small town. Battle
Martians, Venusians, Reptilians, Zeta-Reticulans and their monsters.
Available characters include scientists, survivalists, combat specialists,
criminals, espers, medics, and civilians. You just need pencil, paper,
polyhedral dice, and plenty of imagination.
This is a complete, stand-alone game. No other books are required.

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